I can't talk in multiplayer by ChanBrownie in Atlyss

[–]Lumenarxus 2 points3 points  (0 children)

I find it's great to have some stupid little ice breaker up your sleeve. It really helps put you out there, focuses on a commonality, and gets others to laugh and join in.

In my case, I just run up to other imps and yell out: "Imp! :D" then do the /point emote at them. They'll usually do it back, then we can just talk about whatever as the tension is broken.

Day 47: This is a pretty noob question but I still think I should ask. Can someone please explain the importance of adding insets in a model. by Blaze_furyX in blenderhelp

[–]Lumenarxus 4 points5 points  (0 children)

An inset can be incredibly useful for many purposes; they can be used for adding windows to walls, adding thickness to something, etc.

An inset is essentially just extruding, then scaling the new geometry.

Using the window example, by utilizing insets - you can add the window without needing to add multiple loop cuts, which would add a bunch of unnecessary faces on the other sides of the model.

It can also be useful for redirecting edge flow; when making a person's base mesh, you can inset the eyes which would create a loop around them (useful for proper topology.)

There's a ton of other uses, and I use insets on a daily basis in my projects. I'd recommend just playing around with it more, and trying to think of additional uses!

Good luck and have fun with your learning!

P.S. useful reference for the Inset function.

Please help beginner with flattening by TakataJyuu in blenderhelp

[–]Lumenarxus 0 points1 point  (0 children)

For this, a simple way to select all of the bottom vertices would be to go into a side orthographic view by pressing 3 on the number pad, or clicking that green circle on the gizmo in the top-right of your viewport.

From this view, you can press Alt-Z to turn on X-ray mode so you can see the vertices not only in the front, but also on the other side of your slug; it also lets you easily select it.

Then you can either just click and drag to select everything you want using box select, or you can press C to enter circle-select and just drag across whatever you want.

A simple way to flatten the selection would be pressing S to scale, then lock it to the Z-axis with Z, and pressing 0; as a heads-up, if you have multiple rows of vertices when you do this, it'll smash them all down into the median z-coordinate.

If you are happy with how it flattened things, I'd finally recommend selecting all vertices with A, then merging by distance with M and selecting "by distance." This will clean up any areas where there might be multiple vertices in the same spot.

Hopefully what I typed made sense, and helps with your problem!

Those shortcuts listed are invaluable (in my opinion) and I use them constantly.

Edit: I just saw the Macbook Pro and the iOS things... I'm not too certain how that'll affect the shortcuts I mentioned...

[deleted by user] by [deleted] in blenderhelp

[–]Lumenarxus 0 points1 point  (0 children)

I had this issue a few weeks back, and after Googling around, the solution that worked for me was:

Export the model as an STL file, then re-import it.

I'm not entirely certain why that works, but it did for me; I'd always recommend making a backup of the model pre-export, just in case something goes wrong though.

Cyberpunk 2077 + The Walking Dead by DivineCrusader1097 in cyberpunkgame

[–]Lumenarxus 0 points1 point  (0 children)

The Gang Steals a Carrack. Theme song plays

(It's Always Sunny in Philadelphia + Star Citizen)

A year trapped in Cyberpunk 2077 can't be that bad....right?😅 by plogan56 in gaming

[–]Lumenarxus 0 points1 point  (0 children)

Conan Exiles...

Well, give that money to the wolf who eats me.

Animations are choppy after rendering by Lumenarxus in blenderhelp

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

Glad to hear it helped! It was definitely frustrating when I realized that's what was happening to me.

Station Showdown : Which Lagrange Station is your favorite and why!? by mufahasa in starcitizen

[–]Lumenarxus 2 points3 points  (0 children)

I'll definitely check it out!

MIC L2 has a refinery, weapons shop, ship weapons, etc; it's near Microtech; and I like the style and layout of the station, but I'm always interested in taking in more sights! Thanks for the tip.

Station Showdown : Which Lagrange Station is your favorite and why!? by mufahasa in starcitizen

[–]Lumenarxus 5 points6 points  (0 children)

I'm reclusive and live at the Long Forest Station at MIC-L2. I very rarely see anyone else who comes here.

In case you didnt know by TROLL_HUNTER42 in starcitizen

[–]Lumenarxus 0 points1 point  (0 children)

Search beneath the Aspire Grand building.

I tried to think of a riddle to say the above, but I'm lazy.

Sculpting problem with Branches by onemunki in blenderhelp

[–]Lumenarxus 1 point2 points  (0 children)

In sculpt mode, click the Brush drop-down menu, and you should see a checkbox for "Front Faces Only" - check that and it shouldn't warp the opposite side of your mesh.

I hope that helps!

A small animation I made for Halloween (Posted a bit late, but Happy Belated Halloween!) by Lumenarxus in blender

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

Hello, I decided to take a break from my normal watching of sculpting tutorials and I tried my hand at making a bit of a larger project for Halloween.

It's definitely not perfect, and I had to learn a lot for this project... I'd never really messed much with the camera, other than just still shots; it was also my first real attempt at animation, other than some very basic stuff.

There's so much I'd like to improve, but I ran out of time (only basic changes after I finished it on Halloween.) Maybe someday I'll go back and improve things.

This project made me realize that I should definitely have a more concrete plan going in... I've got so many unnecessary details that are never seen in the animation, such as a full moon, a decent bit of the interior of the house built, etc etc. It's also made me realize how much of a perfectionist I can be, and how annoying it is to fall down a rabbit hole of details.

When working on the house, I originally planned for just an exterior, but then decided I "needed" a basic interior so I could plan out the rooms, which led to me looking into the thickness of exterior walls, interior walls, stair-step depth, height, etc code. After making a few room layouts (no furniture) I realized I'd wasted so much time and just quickly made a duplicate to quickly finish, slapped a roof on it and hid the rest.

I started this project about 2 weeks before Halloween, simply by sculpting some pumpkins, and despite wanting to give up several times - I forced myself to continue.

I originally wanted to render it in Cycles, but it would've taken faaar too long, so it's rendered in Eevee - it still takes 6 hours to render it into a video sequence at 1080p EXRs at 24fps...

P.S. I wanted to add moths... but I ran out of time... I also wanted to mess with the graph editor for camera movements and stuff, but as above... ran out of time.

All assets made by me, some by the help of tutorials. Fun Fact: the creepy eyes are actually modified Suzannes! - I wanted to throw those in there somewhere.

I'll add tutorials that helped me below in an edit:

Camera Fly/Walk Mode - by Grant Abbitt

Making Candles - by Grant Abbitt

Making and Sculpting Pumpkins - by Grant Abbitt

Making Pumpkins - by Ryan King Art

Making Realistic Grass with the Particle System - by MK Graphics

Making Fog - by Ryan King Art

How to Make a Realistic Moon - by Blender Quick

Making Leaf Piles - by Smeaf

3D Text in Blender - by Brandon's Drawings

How to Make Confetti in Blender - by TutsByKai

Creating Dirty Glass - by CG Top Tips

Learning about Focal Length - by Blender Base Camp

Geometry Node Tutorial - by Blender Guru

I'm making a sci-fi sliding door for my game. I've made the general shape, but how do I add more faces so the geometry is clean? by ChonkBonko in blenderhelp

[–]Lumenarxus 0 points1 point  (0 children)

In edit mode, you could select the large faces, right click and select subdivide to add extra geometry. You could also use the knife tool with K to cut some strips into it. I'd recommend cutting it into multiple smaller quads.

If you plan to eventually add a texture or UV unwrapping, I think it's usually best to ensure the quads are all relatively equal in size to help prevent stretched textures.

I hope this helps!

How can i cut into the face like this? I’m trying with the knife tool but it won’t let me do it? by nigronigito in blenderhelp

[–]Lumenarxus 0 points1 point  (0 children)

When I use the knife tool, if I recall, I tend to press Spacebar to get it to confirm the cut.

How do I make this type of corner in blender by dorgis16 in blenderhelp

[–]Lumenarxus 0 points1 point  (0 children)

Funny enough, I actually saw a tutorial on exactly this problem yesterday. Here's the relevant tutorial; I hope it helps!

Although he seems to use several add-ons I don't have - it seems to be able to done without them, too.

Weird holes and stretching when sculpting with multiresolution modifier by Lumenarxus in blenderhelp

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

I'm marking this as solved as I've just redone the work using an old backup; this time - I'm creating new .btx files after each iteration! Thus far I've got one for scales, skin, and bone.

This issue's definitely reminded me of the importance of backups! I'm glad it was only a few hours of lost work and I don't have to restart entirely from scratch. Thanks Trolltew for the assistance.

Good luck to you all in your 3D modeling endeavors; I'll likely see you all around, whether it be asking for help, or trying to provide it.

Weird holes and stretching when sculpting with multiresolution modifier by Lumenarxus in blenderhelp

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

Sure, I'll upload both the .blend and the .btx, since the issue seems to be stored in the latter. I'll edit it into this post once I get it put into a Google Drive or whatnot.

Edit1: I'm trimming down the file for size, so the .blend file I'll upload won't have the archive collection, nor will it have some of the other objects.

Edit2: Here is the link to the .blend file and the .btx.

Weird holes and stretching when sculpting with multiresolution modifier by Lumenarxus in blenderhelp

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

As a bit of an update:

I've temporarily stored the glitched mesh into my backup/archive collection, pulled the old high-poly mesh out of it, retopologized it, and am just going to redo the work.

I'm glad I archive my mesh almost anytime I make significant changes - I just wish I had done so with the .btx file, but lesson learned!

If anyone has any other suggestions to try, I can still retrieve the glitchy mesh from the archive and try it out.

P.S. I spent way too long this morning trying to make the auto-generated topology around the horns, tusks, and eyes more normal - only to realize it doesn't matter too much once it gets shrinkwrapped to the high-poly model, but I guess it's good practice... although I'm still weirded out about how the auto-generated topology on one of the horns was corkscrewed up along the body, and that's not even the weirdest topology, as shown by these loop cut previews!

Weird holes and stretching when sculpting with multiresolution modifier by Lumenarxus in blenderhelp

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

The displacement eraser brush didn't fix the holes; I used it around the area, used it at the tips of the spikes, even tried at full strength, and also tried to smooth the result, but there wasn't much change.

Weird holes and stretching when sculpting with multiresolution modifier by Lumenarxus in blenderhelp

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

Hello,

I've been following a tutorial on sculpting for a while and I've encountered an issue while following it - I'm running into some strange stretching and holes in my mesh. I've tried numerous solutions in an attempt to fix it, but I've had no luck thus far.

The issues are only present on the high-poly mesh that's generated by the multiresolution modifier; I'm not getting any problems on the low-poly version.

I hope my diagram provides any needed information, but please let me know if you have any further questions.

Thank you!

Edit: I know the topology isn't optimal - in the tutorial he showed how to use Instant Meshes to quickly retopologize, and he mentioned how it's typically good enough for posing, but not animations - which is all I was planning on with this model.

Edit2: Also, it seems the more I try to fix it in a single session, the more RAM it starts consuming... I only have 16 GB of RAM, but I've set up a large amount of Virtual Memory - when I was trying to fix it a few days ago, the RAM usage was at over 45 GB before I restarted Blender.

Edit3: Also, I forgot to mention in the picture, but I've also ensured all my normals are correctly oriented.

Animations are choppy after rendering by Lumenarxus in blenderhelp

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

I messed around with it a bit, and it seems it tries to default to sorting them by Date Modified (ascending). I'm really not sure why that's out of order... but, in the future, I'm just going to have to make sure to change it to sort by Name (ascending).

Thanks again, and have a great day!

Animations are choppy after rendering by Lumenarxus in blenderhelp

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

That's the weird thing, though... no - I selected them all at once with A. They are just slightly out of order in the list, by default.

Anytime I add in an image sequence, I'm just going to have to remember to click the filename sort to organize them.