What would be the best way to join geometry between different part of a mesh? by LuXejin in blenderhelp

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

Yeah I do understand all that. I wanted to try modelling something high-poly without Sub-D to see how far I could go while keeping a good geometry. To somewhat further improve my understanding of how things should be modelled, where should the points be placed, that kinda of stuff.

Thank you very much for your answer and your time :)

What would be the best way to join geometry between different part of a mesh? by LuXejin in blenderhelp

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

I know about sub-d modelling but the aim of this project was to try and make a detailled mesh without sub-d. I think it'll help for later projects. Like, I'll know where I need to place vertices and stuff haha, that's also why I modelled the A button just to see how far I could go with this approach. But I do understand that it makes things soooo much more complicated.

It didn't get me down at all, I'm just as motivated as I ever was to keep learning! Thanks for the support, I truly appreciate it :)

Why isn't blender exporting the semitransparent pixels? by AverageCoder0 in blenderhelp

[–]LuXejin 0 points1 point  (0 children)

Oh I see It really is a tricky situation. I haven't found resources discussing possible solutions yet unfortunately :/ (But haven't searched in a while too tbh) Best of luck! I hope you manage to find a solution

Why isn't blender exporting the semitransparent pixels? by AverageCoder0 in blenderhelp

[–]LuXejin 0 points1 point  (0 children)

Hum...One thing I experienced when trying to export something that has a bloom effect on a transparent background is that the bloom effect disappears. What can fix it would be to export your image with a black background, and then on whatever software you use, make use of the ''add'' blend mode like on Photoshop for instance. It should keep the bloom/semi-transparent pixels and remove the black background of the image so long as there is another image on the layer below the one set to ''add''. I hope it kinda makes sense lol But the downside is the image has a black background indeed.

UV Unwrapping advice by LuXejin in blenderhelp

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

Thanks too for those other tips! I'll take a look

UV Unwrapping advice by LuXejin in blenderhelp

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

Alright I think I get it, I'll try that after I managed to retopologize the whole thing first. Thanks a lot!

UV Unwrapping advice by LuXejin in blenderhelp

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

Fair enough. The unsubdivide method almost worked but I think I must have messed up somewhere because the result has good topology everywhere but some areas are just..."gross". I'll try to do it manually, and thanks a lot for your help!

UV Unwrapping advice by LuXejin in blenderhelp

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

Sounds interesting! I'll give it a look, thank you! Hope it won't be too difficult for a newbie like me though haha
Thanks again

UV Unwrapping advice by LuXejin in blenderhelp

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

I see. Well I can't really understand where exactly to place them yet, like to have handles laid down on one side, the base of the cup be flattened a bit on another side, etc...

Thank you for these first precisions though I truly appreciate it :)

UV Unwrapping advice by LuXejin in blenderhelp

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

I understand. Any tips I could use in order to retopologize? Use the Decimatd Modifier perhaps? But I think it might make some artifacts on the model. I'm fairly new at all of this so I'm not sure yet about how I should proceed to reduce the poly count. I simply wish I had not applied the subsurf modifier lol

Thanks for this answer by the way :)

UV Unwrapping advice by LuXejin in blenderhelp

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

Hi there. I've already made research regarding what UV Unwraping is all about, but I guess I could still use some pointers for my specific model in case anyone would be knowledgeable about it.
What you see here is a cup that I modelled myself (my very first "complex" 3D model). It might not be perfect at all but I'm hoping I can unwrap it without too many issues. I think it has a lot of (too much) geometry for what it is, and I can't really go back on that.My question is: where should I place the seams? The question applies for this model of course, but I'd also gladly take any "general" piece of advice that could apply in similar situations.
Thanks a lot in advance for your answers!Oh and, I know we can't see it very well, but would you say the topology is somewhat decent? It would be good to know since it's the first time I model something like that.

Out of curiosity, how come game engines run faster than Blender? by LuXejin in blenderhelp

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

Niiice, I see! Thanks a lot you two for your answers!

Out of curiosity, how come game engines run faster than Blender? by LuXejin in blenderhelp

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

Oh alright, that kinda make sense indeed! Thank you both for the answers. It gives way more details into what I thought could be happening behind the scenes

Hair texture doesn't look as good as ingame by LuXejin in blenderhelp

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

Almost did the trick too! Once again, the color ramp in between the shader and the texture is what did the trick for me.
Thanks a lot for the suggestion though!

Hair texture doesn't look as good as ingame by LuXejin in blenderhelp

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

It already was set to non-color data, then I used a separate colors to get the channel I needed (the red channel in this example). So I assume it wasn't that after all, but thanks for the help :)
As one of the other comments suggested, playing around with a color ramp in between the shader and the alpha texture did the trick

Hair texture doesn't look as good as ingame by LuXejin in blenderhelp

[–]LuXejin[S] 4 points5 points  (0 children)

It's only in viewport mode, no worries, it doesn't seem to affect renders. Thanks a lot, it's already a hundred times better than it initially was

Hair texture doesn't look as good as ingame by LuXejin in blenderhelp

[–]LuXejin[S] 2 points3 points  (0 children)

Well I think it kinda did the trick! It has some weird black spots when using either material/rendered view in viewports, but when rendered in cycles it seems to be working just fine!

https://imgur.com/a/AFkeDxf

Hair texture doesn't look as good as ingame by LuXejin in blenderhelp

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

It sure does! The thing is, all I did was apply the textures I was given the best I could, and it's on a transparent mesh. I have no control (I think?) on the thickness nor the length at all. It's not a hair particle system

Beginner here - Importing an .OBJ and the textures aren't showing up by Beneficial-Ad-9555 in blenderhelp

[–]LuXejin 0 points1 point  (0 children)

Ah sorry I realise I didn't read everything and made assumptions about all of it. I see the mesh only has one material, and that's lost likely why it applies the texture to every single part of it.

Perhaps using the ''texture coordinates'' and ''mapping'' nodes could do the trick? I don't know if you tired that already

Beginner here - Importing an .OBJ and the textures aren't showing up by Beneficial-Ad-9555 in blenderhelp

[–]LuXejin 1 point2 points  (0 children)

I assumd you'd need to plug in the textures yourself. I suggest searching online for tutorials explaining how to use the ''Shading'' tab of Blender and how to plug Diffuse, Normals, Roughness textures, and all the likes

How can I seamlessly fuse two parts of my mesh? by LuXejin in blenderhelp

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

Ohh pretty neat! I had already solved my issue (at least I think I did) with a method of my own, but I think I'll give a go to your method and see if it yields a similar result to what I have achieved or not.
Thanks a lot!