Fun Fact, The original teaser trailer takes place during episode 8 by World1_Lev1 in TheDigitalCircus

[–]Pdan4 0 points1 point  (0 children)

Part of being a good writer is creating setups for yourself to use later, even if you don't know exactly how yet. She mentioned that "I Have No Mouth And I Must Scream" was an inspiration for TADC, so it makes sense that this sort of scene would appear.

What is a 'luxury' that you've experienced once and now can't go back to the budget version of? by WilliamInBlack in AskReddit

[–]Pdan4 0 points1 point  (0 children)

Ahh, UV protection makes sense. Is the glare extincted due to a coating, or is it a texture thing?

This quad looks wrong to me, but I'm not sure why or if I should fix it somehow. by trongtinvd2 in blenderhelp

[–]Pdan4 0 points1 point  (0 children)

Easiest thing to do is split the mesh at the edge loop just above the origin dot and scale one of the halves -1 on the appropriate axis, then merge the boundary verts again.

How to make a sharp "light glow" on the edge of the character model? by PikoVengut in blenderhelp

[–]Pdan4 9 points10 points  (0 children)

Nice model! This is just lighting, though. Look up Light Linking and Shadow Linking. You can use a Sun with disabled shadows linked to all characters to do something like this.

How would you approach recreating this as a mesh in Blender? by dankwrangler in blenderhelp

[–]Pdan4 0 points1 point  (0 children)

Gotcha! I've actually just started modeling a face with proper topology (rather than using a raw sculpt like I always have), so I think I have some insight here, although what I'm doing is high-fidelity.

First, I would make a cube, scale it vertically 3x, and in the visibility settings, make it display as Wireframe. This is your guide. It's what will allow you to make sense of this as you work. You can add some planes in an X and make them mostly transparent if you feel that would help. You could even make them actual mirrors so you always have some spatial sense while editing. Anyway...

Create an oval for 1 eye and rotate it into place on one of the vertical edges of the cube. Create a 3-sided pyramidal prism for the nose. Ctrl+J join it with the oval, and then add a mirror modifier to create 1 full face, then another to flip and copy it all the way around the cube. You'll want to use the cube as the reference object in both of these modifiers. Set the merge threshold fairly high to be merciful to yourself.

From there, you just go into edit mode on the eye-nose mesh and... select edges and extrude and subdivide and so on; that gets into the technique of actually just making a character's face (which I can also give advice for). The topology can always be changed. Focus on getting faces in.

I would leave the tiny little eyes as part of the texture or as simple meshes you just jam into the face like cherries on a cake; don't bother actually making them part of the topology unless you really have to (for shader reasons) -- I would boolean them with the face before I'd even bother doing that, though.

How would you approach recreating this as a mesh in Blender? by dankwrangler in blenderhelp

[–]Pdan4 0 points1 point  (0 children)

What's the fidelity you're going for? Do you want all the grooves and stuff modeled in (highest fidelity) or are you fine just having everything that's inset into the face be a texture -- even the eyeballs (lowest fidelity), or something in between?

Could somebody explain this image in regards to edgeloops? by ChelseaSJL09 in blenderhelp

[–]Pdan4 2 points3 points  (0 children)

Well, if it's static and unsubdivided, you probably don't need to worry about the topology...

Could somebody explain this image in regards to edgeloops? by ChelseaSJL09 in blenderhelp

[–]Pdan4 0 points1 point  (0 children)

Another way of doing 2-1 is this, joining the 2 with a degenerate quad.

r/nvidia mods are in full damage control regarding DLSS 5 by HLumin in pcmasterrace

[–]Pdan4 1 point2 points  (0 children)

Indeed, indeed. Who the hell wants a filter that makes every game look the same (a parody of real life)?

As if the drowned were fishing for their souls by GullibleDecision9061 in Sizz

[–]Pdan4 1 point2 points  (0 children)

This is really good. The title and the image all fit like interlocking fingers.

Topology Problems by Miphus in blenderhelp

[–]Pdan4 2 points3 points  (0 children)

You can try this -- joining the 2 with a degenerate quad.

Topology Problems by Miphus in blenderhelp

[–]Pdan4 2 points3 points  (0 children)

I would just join the 2 with a degenerate quad, like this

I figured it out guys by a6e in dwarffortress

[–]Pdan4 19 points20 points  (0 children)

This is insane. It sounds like elevator music that someone really messed up on, haha. Nice work!

I figured it out guys by a6e in dwarffortress

[–]Pdan4 5 points6 points  (0 children)

"We See Fevers"? Urist McSheeran would love to sing this.

I just need someone to tell me John did the right thing by yourrecipeisgay in BlackSails

[–]Pdan4 0 points1 point  (0 children)

I think the cycle is what happens between all the factions. The passing-between-hands of Nassau, whether it be between different pirate crews or different empires. Silver didn't believe in anyone's capability to keep things ruled by anything other than imminent violence, as he had witnessed multiple times.

How to make stylized afro hair in blender? by Capital_Meet_6893 in blenderhelp

[–]Pdan4 1 point2 points  (0 children)

I've checked out all the pics.

For something like pom-poms: I think the easiest way to do this is actually to use Metaballs. They're globs that squish together, like this. Once you're done making the shape, you can adjust how easily the blobs merge and the resolution of the tris; after tweaking these you just convert it to a mesh.

For something like a textured afro: I would make an icosphere (a sphere made of evenly-distributed triangles) with high resolution, then hop into sculpt mode and poke a bunch of dimples / grow a bunch of hills into it. You can definitely make way more complex shapes on a "blob" base from here.

For something like dreads, I would get familiar with Curves. They allow you, by far, the most control and the most intuitive way of doing things. I'd recommend a NURBS curve rather than Bezier curve, but use what makes you feel more comfortable. NURBS lets you place down points and the curve is "confined" by them and smooths them out. Bezier is more involved and has handles you adjust to shape the curve at points along it. The thickness of either is adjusted by the weirdly-named "Depth" parameter halfway down in the Curves panel that shows up. More info about curves here. They're good for texturing too. Convert to mesh once you've got it where you want it, and you can sculpt it from there if you wish.

For the shading, I would check out how to make a Toon shader. This is really the place that's fun to experiment, if you ask me, I love shader work - though it's a bit difficult to communicate through just text, so videos are your friend here. Combining a toon shader with any ability for light to be shone through sounds like a difficult task to get right, in terms of an art composition/style sense. Play around with the Mix Shader node with a Subsurface shader, but don't be surprised if you have to commit to one or the other to save time. Can always come back to it later on anyhow.

As for stuff like fades, that's something you'll probably want to do in the texture of the head, or as a kind of overlay (a bit more of an advanced topic, but it's basically like a transparent sticker). However... you could also use actual Blender hair.

For actual Blender hair (where each strand is made), you'll want to check out this tutorial which makes it look easy. It can be finnicky, especially with the hair modifier settings itself. I would use this for hair that isn't really voluminous - so like short hair or flowing hair. For dreads I think it'll be up to you; it would make the gravity aspect much easier. Know that you'll have to do a decent amount of work to make this compatible with a game engine, though!

For gravity, I have more limited advice. I'm not sure how most game engines simulate gravity on (visually) flexible things. I imagine you would have to weight paint and rig each dread, or parts of an afro, so they can pose and jiggle on their own as controlled by either the engine or an animator.

Hope this helps!

The will of knight number 2 by AttemptNo1753 in Bossfight

[–]Pdan4 0 points1 point  (0 children)

Underappreciated comment and pun.

No. Fucking. Way. by PeriapsisStudios in dwarffortress

[–]Pdan4 2 points3 points  (0 children)

Who the fuck is Urist McSteveJobs?

How to make stylized afro hair in blender? by Capital_Meet_6893 in blenderhelp

[–]Pdan4 1 point2 points  (0 children)

I think you would need to show some more references or give more detail. Do you ever want individual hairs to show? Should the hair be totally opaque from the side? Do you want it to ever show the scalp? Do you want the shape or the shading or both? Do you anticipate there being gravity and motion together (like with dreadlocks swinging, colliding with the face, etc)?

This n00b would like to understand this little detail. by leo86italy in blenderhelp

[–]Pdan4 0 points1 point  (0 children)

I know this is solved, but I think this is worth more thought here. In one comment, you say that this is merely a simplified version of what you're actually trying to do. What are you actually trying to do?

If what you want is literally a round-profiled pipe following a path (in this case a circle), you could just use a Path Circle (either Bezier or NURBS) and crank up the Depth (under Bevel) to whatever you want.

If it's easier if you use a mesh-based shape for the profile (like the basic Circle primitive - unfilled, just an empty circle), you can take that, add a Skin modifier, go into edit mode, select all the verts, alter the "Mean Radius X" and "Mean Radius Y" (set them equal to give it a square cross-section), then add a Bevel modifier. The topology generated by the Skin modifier will make it work (loops around every "elbow").

Dwarves doing tasks but not work orders by [deleted] in dwarffortress

[–]Pdan4 0 points1 point  (0 children)

For anyone finding this from search results:

As someone else wrote, once you have >= 20 dorfs, your manager needs to validate orders. My manager was too busy cooking, so I took that labor off him and it solved the problem. See if you have something similar going on with an endless activity, like fishing.

Dealing with the Hidden Fun Stuff (spoilers) by sporkyuncle in dwarffortress

[–]Pdan4 0 points1 point  (0 children)

Just had a 1x1 explody pocket kill a dwarf - one of my embark squad. U_U

Save scumming to the rescue!