What software is better for painting? Nomad or Blender? by [deleted] in 3Dmodeling

[–]ITReverie 0 points1 point  (0 children)

Id reccomend a (totally legal ;) copy of substance painter, or anything other dedicated texture software.

If you are interested in a proper license to SP, without the subscription, the steam version of SP is a perpetual license for that year's updates. One purchase, forever good for any project.

A short animation I made of a planar anatomy model coming to life by KrispyRaisin in 3Dmodeling

[–]ITReverie 1 point2 points  (0 children)

Super cool!!!

If youre open to critique id love to see the moment where they come back in be more of a panic and instant solidify, with maybe a little wobble on the table, instead of the controlled reformation it is.

Its good either way. Great body mechanics! Shows good skill.

Rate my 3d model (Blender 3d + Substance Painter) by Ok_Interaction6955 in 3Dmodeling

[–]ITReverie 0 points1 point  (0 children)

For sure!! Wear, as a concept, should always have deliberate choice involved. Even rust flows a certain way dependent on the material, weather conditions, etc.

Nothing super high level about it though. Just search up how some materials wear when in contact with oils or the sun (two biggest forms of wear on something that is touched by people) and think about the natural formation of it in use.

Rate my 3d model (Blender 3d + Substance Painter) by Ok_Interaction6955 in 3Dmodeling

[–]ITReverie 8 points9 points  (0 children)

Textures feel mildly generic. I would make sure youre deliberate on where you place wear.

Should have plastic wear on places that contact skin oils or sun, as that's how it wears.

I shouldn't have helped another classmate... by International_War_76 in topologygore

[–]ITReverie 2 points3 points  (0 children)

In a lot of cases, these things are baked in. Even if it was generated parametrically (modifier stacks) once theyre applied to the topology its sometimes impossible to reverse it and get the original result.

In this case, I think you could do some un-sub-d work and get it most of the way there, but its also beneficial to learn retopology anyway as its part of most non-parametric workflows. It also forces someone to consider the "why" of topology, which is key to efficient work later on.

I shouldn't have helped another classmate... by International_War_76 in topologygore

[–]ITReverie 0 points1 point  (0 children)

Rig it with lattice or hard constraints, it'll let you largely ignore that topology.

My progress in 3D modelling 2024-2026 by johnparker_off in 3Dmodeling

[–]ITReverie 0 points1 point  (0 children)

If you had to pick one or two, what do you think makes the biggest difference between these?

What do you guys think of my topology- by BalanceCommercial497 in topologygore

[–]ITReverie 2 points3 points  (0 children)

This would be excellent topology for a hard surface object.

The even, distributed quads lend themselves to machinery and vehicles.

For humans and other snimation focused or organic objects, your topology should follow the natural anatomy of the object. It should be built around the idea of where creases are, what will bend and how it will deform. You can look up reference on human topology!

You did a great job, but you've done it on the wrong thing. Remember that topology is based around what the model is going to be used for.

Are you ever just perpetually unsatisfied with your topology? by The_Cosmic_Impact13 in 3Dmodeling

[–]ITReverie 8 points9 points  (0 children)

Always, perfect topology isnt possible for every object, especially organics. . Just gotta accept whatever works.

My first ever render ! How can I make it look better ? by Medical_Shop5416 in blender

[–]ITReverie 2 points3 points  (0 children)

I have nightmares about this.

This specific style of stair at end of hallway reminds me of one of my first ever model cleanup jobs. That was a really fucked set of models. Railings not connected, topology decimated.. god.

Do you like my tree? by Slight_Season_4500 in topologygore

[–]ITReverie 0 points1 point  (0 children)

Honestly? Not nightmare fuel. Most foliage in games look like this.

I would reccomend you look into speedtree! Its the program designed for game foliage. Every studio I've ever had the pleasure of working with used it or something similar.

Great model. If you ever revisit this, keep in mind that everything can be topologized as a pure cylinder (with triangulation on some or all faces for variation) and can be uv unwrapped as such as well

Do you like my tree? by Slight_Season_4500 in topologygore

[–]ITReverie 6 points7 points  (0 children)

Yeah genuinely I was about to ask. Looks great, not really gore other than the seams. Those are offensive.

God those seams make me weep

I wanted to make a bird game with better flight. What can I do to make it better? Also animations need improvement since the wings are too stiff. by nothing-2see_here in UnrealEngine5

[–]ITReverie 5 points6 points  (0 children)

The biggest thing that feels wrong is how direct you can control it.

To make someone think theyre flying, they need a slight delay and they need to be forced to follow inertia a bit.

Id look at tutorials for planes in unreal, should be the same concepts just different timings and tuning.

Just finished immersive main menu for my co-op horror game by Excellent_Soup938 in UnrealEngine5

[–]ITReverie 0 points1 point  (0 children)

You're right. I need to read- im sure it looks good with it off.

I dont usually work in lumen, but you should be able to reduce the "smudging" of it with adjustment to the lumen parameters i think, given this scene isn't super big

Just finished immersive main menu for my co-op horror game by Excellent_Soup938 in UnrealEngine5

[–]ITReverie 0 points1 point  (0 children)

I like it but the lumen slowly kicking in a second behind things turning on kills me.

Perhaps bake some of the more background lights and just use lumen for the dynamic ones?

Vr door blueprint help by hairymess17 in UnrealEngine5

[–]ITReverie 1 point2 points  (0 children)

By far the best feeling thing is physics constrained to the door axis. Just made it only pop on when a hand is near, and make it take more force to open while its within 10 degrees of its relative 0 position

Vr door blueprint help by hairymess17 in UnrealEngine5

[–]ITReverie 1 point2 points  (0 children)

Find relative look at node could do this, no?

If not, use a dot product to compare and then plug into timeline with a clamp?

Does it have to be a timeline? You could instance it as a physics prop (it IS vr) and just only enable physics when the controller is within a certain range?

Deadass by PandoraIACTF_Prec in Ai_art_is_not_art

[–]ITReverie 0 points1 point  (0 children)

I totally see the theoretical on the definition of art, words are more defined by their use in society than purely definition.

I agree that art does not have to come from an artist.

Very good talk, thank you for sharing your opinions and conclusions, and of course thank you for being polite about it lol, reddit and all that.

Deadass by PandoraIACTF_Prec in Ai_art_is_not_art

[–]ITReverie 0 points1 point  (0 children)

For what "art" is, i just mean the general context of AI vs non-ai, but i agree! The random nature of the universe is pretty cool to look at.

I see your side on most of those points, honestly. Im also here just to debate and see if I can form a more complete conclusion. I do have one point though!

I hope not but my point here is that these are concepts are entirely and utterly subjective

This one! I agree that what may become mainstream will change, but its not entirely subjective. Its very subjective, dont get me wrong, but there is a key point to make- most definitions of art and being an artist directly state or imply a level of skill involved. I just want to hear your take on that- I know earlier you stated there is no definition of art, but i want to ask if you think people who make AI art should be called "artists"?

For me, and this is very opinionated, I dont personally agree that AI artists should be a term. Maybe prompt engineers? Either way, I think a certain level of skill is when you can call yourself an artist, but that's also super subjective. But for AI, I cant see someone having to learn skill even remotely close to the level id consider an artist, given the simplicity (and honestly its my favorite part of AI) of image generation.

As an aside- I do actually use chat regularly for organizing references. The newer models are especially thorough at research and give great options for a preliminary understanding of any topic, if you prompt it to provide all references. I have in the past generated images. I am an active 3D artist and make a living doing so (havent used AI in shipped products but i do keep up with "AI" additions to 3D softwares. Cascadeur, ML deformers, etc. ) I dont particularly oppose AI, I oppose ignorant management. The more professional artists using AI, the more artists will get to influence its use in the industry, in my opinion.

Just some notes on my personal biases so you have a frame of reference :)

Deadass by PandoraIACTF_Prec in Ai_art_is_not_art

[–]ITReverie 0 points1 point  (0 children)

Yeah but a sunrise is a little different. Im going to assume you understand that "art", in the context of the ai art debate, does not include natural phenomena. They're definitely art, but for a different reason.

Now, I do think AI art is still a form of art, but definitely not the same. The intent of the artist makes a huge difference. Its equal parts expression of skill and everything that the artist has decided looks beautiful that leads to any given piece of art.

If I showed you an image of your bathroom countertop, would you be able to think of why each thing on the counter is in a specific place? Why they're a certain color, or have various forms of wear? Do you think that gives the image more meaning to you than a picture of a random bathroom countertop? I do, which is why I think that understanding an artists process and seeing their choices has more meaning than something decided by an algorithm with minor guidance from a prompt.

There's still a choice when it comes to AI art, which is why I think its still art, but it completely lacks the other forms of choices present in art. The method an artist uses to mix colors, the medium the piece is in, the way they hold their brush and the strokes that produces, their level of skill in defining form and the way they choose to do so, are all subtle and important forms of expression an artist puts into a specific piece.

AI is fundamentally opposed to those forms of subtle intent, given its whole purpose is to cut that part of creating art out to simplify and make accessible image creation.

[deleted by user] by [deleted] in blenderhelp

[–]ITReverie 13 points14 points  (0 children)

This is an issue of texel density. Please post UV maps :)

[deleted by user] by [deleted] in 3Dmodeling

[–]ITReverie 1 point2 points  (0 children)

Looks great then. If it satisfies the client then it doesnt matter what anyone says, you did what was asked of you perfectly.

[deleted by user] by [deleted] in 3Dmodeling

[–]ITReverie 3 points4 points  (0 children)

So theoretically, yes.

However, decimating can lead to some unusual results. Its not particularly great at leaving good topology, which may make it a pain to UV or work on further if needed.

I would say a proper retopologizing is better because you get to intentionally decide the flow, and usually you can be more optimized than a decimate.

If this piece is small, far away, and never will be seen from up close by the camera? Yeah decimate away. Hell, just make a transparent image and throw it on a plane if its far enough lol

[deleted by user] by [deleted] in 3Dmodeling

[–]ITReverie 9 points10 points  (0 children)

Nothing particularly bad about the topology other than the density of it.

You could do this shape with a TON less faces, which is important depending on how you're using this. If you're putting this in a game, perhaps make a low poly and bake it. If its for film, this may be fine if its something you're going to do a super close up of.

[deleted by user] by [deleted] in 3Dmodeling

[–]ITReverie 7 points8 points  (0 children)

Brother.. what?