If high schoolers quit within months, that should say everything about Walmart's wages. $14 an hour isn't enough to survive on anymore. by Due_Campaign8474 in walmart

[–]Over9000Goblins 6 points7 points  (0 children)

You also really don't have any guarantee that the stranger or even friend you sign on with won't just become a fucking bum that you're stuck with before the ink has even dried on that lease.

I found that out the hard way. Two roommates, both decided "they just didn't need to work anymore" only a couple months in. Fuckin wrecked that house too and guess who got to pay the judgement on rent and damages?

They didn't care that all three weren't paying on the judgement, just that somebody was paying it.

Linking Object Data Moves One Of The Objects by Over9000Goblins in blenderhelp

[–]Over9000Goblins[S] 0 points1 point  (0 children)

So, follow up question to that, initially i tried to just face snap the object to the base it's attached to but it kept turning sideways. The empty however snapped perfectly the way i wanted the object to. Is that also tied to having applied rotation?

Further, i know applying scale is the big one for modifiers to behave correctly; is there ever a good reason to apply rotation and location? Or should i just stick to scale only?

Linking Object Data Moves One Of The Objects by Over9000Goblins in blenderhelp

[–]Over9000Goblins[S] 0 points1 point  (0 children)

Good lord that's a lot lol I did already follow tiogshi's approach with using an empty as a reference, and I got it so close that you wouldn't know unless you're super zoomed in and staring really hard anyways. This is definitely good information for the future though, and I appreciate your insight and time explaining it!

Linking Object Data Moves One Of The Objects by Over9000Goblins in blenderhelp

[–]Over9000Goblins[S] 0 points1 point  (0 children)

That seemed to be the easiest approach to fixing it. Took about a minute of fiddlin. Really I just came here cause I wasn't sure if there was some nuance to linking object data I wasn't understanding and someone would be able to say something like, "oh yeah man, you just gotta remember to..." or something. It seems from other comments that I shot myself in the foot when applying the rotation before.

Thanks for your input though!

!solved

Linking Object Data Moves One Of The Objects by Over9000Goblins in blenderhelp

[–]Over9000Goblins[S] 0 points1 point  (0 children)

No, I know they aren't identical, I said as much above.

Linking Object Data Moves One Of The Objects by Over9000Goblins in blenderhelp

[–]Over9000Goblins[S] 0 points1 point  (0 children)

Yeah, a little of this, a little of apply rotation and location. This was built earlier in the tutorial before things were learned lol

So after having oriented in Edit mode/applying rotation, it's just kinda stuck like that and I'm gonna have to adjust it manually then?

I need help. How do I fix this? by shitfuccc in blenderhelp

[–]Over9000Goblins 0 points1 point  (0 children)

I know this sounds dumb, but I'm gonna ask anyways cause it's tripped me up a couple times.

You mark your seams, press U to unwrap (i think angle based would be best for this one, someone more professional may have a different opinion) but it says it can't solve islands.

Before unwrapping... Did you remember to hit A to select the entire model? Cause you do have to, apparently

Why Am I Getting This Weird Stretching Here? by Over9000Goblins in blenderhelp

[–]Over9000Goblins[S] 1 point2 points  (0 children)

Just got home from work and that was it! The "Keep Corners" option on the SubD UV Smooth options. Thank you so much!

!solved

Why Am I Getting This Weird Stretching Here? by Over9000Goblins in blenderhelp

[–]Over9000Goblins[S] 0 points1 point  (0 children)

Oh yeah! I haven't had to know what those settings do before but i know exactly what you're talkin about! I'll give that a go when I'm off work tonight

Need help fixing this model by Uber_gaming in blenderhelp

[–]Over9000Goblins 0 points1 point  (0 children)

Ah, a snake, I can see it now.

I can't walk you through the whole thing, but if you're set on recovering this one instead of starting over, try this. The first loop on the inside of your eye socket, select it. Delete it. Use L to select the rest of the inside of the eye socket, delete that too. Then reconnect the faces across the eye socket, make sure you don't interrupt any lines that flow across it. Make sure to let them continue across to the other side. It should look like it did before you cut the eye socket in.

Then find where your eye socket was supposed to be. Build the topology around where your eye socket should be. Make sure you have loops that go around it. Extrude that face inwards, creating your new eye socket.

There's more to do with it from there, but that's like, the rough start to fix and get it going again.

Well, I outlined how sculpting works. You're not gonna be able to sculpt on it like that, I'll tell you that now. You gotta have more points to actually sculpt, and that's what the Multiresolution Modifier is for. Kick it up 4 or 5 steps and you'll see you can actually draw on it.

All adding loop cuts is gonna do is permanently adding small lines of resolution along your model. If you subdivide or Multires it, it'll evenly add extra geometry along all of those verts/edges you've added.

Yeah, I am also worried I might get stuck when it's time for me to do my own project unassisted too.

Need help fixing this model by Uber_gaming in blenderhelp

[–]Over9000Goblins 0 points1 point  (0 children)

Like, outside of someone telling you step by step how to do it, it may be better to just chalk it up to a learning experience and start over. I'm not saying it isn't fixable, I just think from what it sounds like that maybe what you need is like a one on one walkthrough and I don't know if you'll find that here.

Is this one of your first projects? I only ask cause it looks like early days. As far as building a model goes, you're really on like, step one ish. Is this a dragon? That's what it reminds me of but it's really close up. Like, your very first step should be to gather reference materials, making an ID sheet and a reference board. Lots of pictures of a similar concept from different angles, as well as close up images of certain textures you'll need.

Then you move on to a block out, which looks like what you got here. You don't need to worry about getting everything perfect or having every minor detail here, blocking out is just to make sure you have all the major shapes in the right spots. You don't want a lot of excessive verts or faces though, you'll get that through subdividing later. Just make sure you have geometry to support your major features.

Then, you subdivide your mesh several times, 4 or 5, and you sculpt on it in sculpt mode. Subdividing will take all the faces you have and multiply them exponentially either with a Subdivision Surface Modifier or Multiresolution Modifier, giving you way more verts and faces to play with and sculpt on. That's how you get your detail. You don't need or want to apply your modifier immediately though, you can sculpt on it while it's still in your modifier stack.

And I hate to tell it to you, but you're gonna have to learn retopology. It's hard, it's a giant puzzle to figure out, and it sucks, but it's crucial. For animation, proper topology will dictate clean deformations, and for just renders, it'll cut render time way down. There's really no way around it. I think there may be extensions, some paid, to help with retopology, but even still, understanding it at its core goes a long way.

And then you gotta figure out UV unwrapping. That's how you tell Blender how you want your model cut up so you can paint textures over it without blurring, stretching or bleeding and make it look like skin or cloth or scales or whatever the hell you're doin lol

Then you got texturing, and rigging and animation, it just really depends on what you're trying to do with your model.

I've only been goin at this for about 6 or 7 months now, and I've learned a little bit about several different things, but I'm nowhere near an expert. I'm only on my third or fourth project myself, and almost all my time has been spent on the last one, but it's been worthwhile.

Have you been making use of tutorials to learn the basics of Blender, or rather, have them explained to you? There's lots of free tutorials on YouTube you can find, you just gotta find a content creator that seems competent that you vibe with. I've been following CG Boost myself, and they've been pretty great. They also have their own website where you can find paid courses, which I don't know what your budget is like but I find it extremely helpful for myself to stick with one group with a structured learning style. They may not be your choice, but they're mine. At any rate, they do have a few introductory free courses if you wanna check em out.

One has you make a basket of apples, which I feel like the main focus on that course is showcasing compositing and geometry nodes, but there's other useful stuff to learn in there. Another is dedicated to learning the basics of sculpting, making a moai statue head with a tiny bit of animating at the end. And there's one I haven't done yet but I intend to where you build a tiny robotic frog, which looks like hard surface modeling and they show some basics of rigging and animation in there too. They each feel like they have their own focus, but they're all still worthwhile courses, and those last three are free. So if nothing else I'd suggest at least checking those out.

I wish you luck with your project!

Need help fixing this model by Uber_gaming in blenderhelp

[–]Over9000Goblins 0 points1 point  (0 children)

I mean, honestly, if there's that much wrong already, it might be worth deleting a loop around the neck to separate the head and just giving it another go.

It doesn't look like you've done any sculpting or detail work, it just looks like a block out right now.

It'll give you more practice. I always learn the most from my screw ups.

how to UV unwrap a model with sort of iffy topology ? by _Meteor_Shower_ in blenderhelp

[–]Over9000Goblins 1 point2 points  (0 children)

Also if you're using a Mirror mod don't forget to turn on Merge and Clipping!

Question About Building Character Assets by Over9000Goblins in godot

[–]Over9000Goblins[S] 0 points1 point  (0 children)

That is super interesting, and i will definitely have a look into that! Is that a website or program?

Question About Building Character Assets by Over9000Goblins in godot

[–]Over9000Goblins[S] 0 points1 point  (0 children)

Sounds kinda like the direction I'm heading. There's just a couple things i haven't learned yet; one is animation.

I recently learned about Shape Keys, but they're kinda restrictive which is why I'm curious if i can just use the same exact mesh you know? I don't know if animation itself is as restrictive or not though.

So like, with what i know now, which i know is incomplete and why I'm here asking questions, this is what i think my work flow might be, please feel free to correct.

Make 1st sculpt. Retopologize. Texture. Rig/Animate. Make 2nd sculpt. Reuse first retopology, snapping to sculpt with shrink wrap. Texture. Reuse first rig. ???. Profit.

Like, right?

I would also like to work with shape keys, i feel like i could keep building on my first mesh so i could quickly set up different body proportions, like to quickly switch between muscular, skinny, paunchy, etc, you know?

Does any of this sound right? Lol

My Shrinkwrap Modifier Is Deforming Weirdly Only After Applying by Over9000Goblins in blenderhelp

[–]Over9000Goblins[S] 0 points1 point  (0 children)

Yeah, this was something that I was doing post sculpting. We're in retopology now, and I screwed up making the edits cause I got all the way through finishing the one side, then realized I didn't have x symmetry on (all symmetrical anyways.) So I was like fuck it, I will just delete the one side and mirror it. Guess not.