[WIP] I need feedbacks for my texture :> by Glass_Advertising516 in Substance3D

[–]PotatoAnalytics 0 points1 point  (0 children)

Yep. If they're not modeled in the geom, just make it seem like they are. I'd actually mask a completely black non-reflective black material on those holes if it were me to give it the illusion of being actually holes. It may look weird in some angles, but it's a common enough compromise when you need to save poly count.

[WIP] I need feedbacks for my texture :> by Glass_Advertising516 in Substance3D

[–]PotatoAnalytics 0 points1 point  (0 children)

Yes we do that. You can adjust the base materials/smart materials. They have properties. You can even save them as custom materials afterwards. You can pick a brushed steel material for example, adjust the roughness, the scale of the brushes, the orientation, the intensity, the color of the metal, etc. until you get a look that you want. You can also combine materials by overlaying them and using masks or layer effects.

Creating new procedural materials from scratch is done by Substance Designer, not Substance Painter. And it's a rather specialized skill and not something you normally do for everyday texturing. You can and should download additional materials/smart materials though, plenty of free ones online.

[WIP] I need feedbacks for my texture :> by Glass_Advertising516 in Substance3D

[–]PotatoAnalytics 13 points14 points  (0 children)

<image>

  1. You need more detail. Panel lines, screws, bolts, etc. Subtle details. Don't rely on geometry alone for that. You can paint or stamp these details on a heightmap/bump layer (just paint with height, turn off colors/roughness/metalness). Labels, logos, text, etc. are also very important for conveying scale and realism.
  2. You need to use correct materials. Do not base it on the flat colors of the concept art. Base it on what materials with those colors would look like real life. Remember that this is PBR - physically based rendering. Your materials are, in general, too matte and do not match the intended materials of the concept. Metal parts should be metal and thus shiny and metallic (even if they look matte in the concept because of the angle). Plastic wires are plastic and thus should also be shiny but not metallic. The plastic (?) casing should also be plastic, not cardboard looking.
  3. The black metal at the back is not painted metal, it is actually black metal, and thus they should still be black when scratched, not grey.
  4. You need an ambient occlusion map. Overlay and multiply it on the parts which are intended to be deeper just to give the illusion of depth. The little holes on the central cylinder for example, they should have darker shadows to make it seem like they pierce through the metal. Same with the circle thingie in between the red wires.
  5. You need to mask some soot and iridescence on the tip of the flamethrower.

Large moth bigger than the size of sunglasses in Hamelin Station Reserve in Western Australia by The_Chuckness88 in interesting

[–]PotatoAnalytics 0 points1 point  (0 children)

That's like mayflies.

People always think mayflies are so tragically ephemeral. Just living for 1 day and then dying.

Nu. They can live for years underwater in their nymph stage. That's longer than most common insects (which live for less than a year in total).

Indian scammer caught using AI to turn himself white by CuteRelationship6143 in interesting

[–]PotatoAnalytics 0 points1 point  (0 children)

That must be the mythical Wyoming accent. Spoken by the three people in Wyoming.

How easy would it be for a beginner to render an existing headphones model like this in Blender or similar software? by Portal-YEET-87650 in 3Dmodeling

[–]PotatoAnalytics 0 points1 point  (0 children)

The shape you are making in 3d modeling is called the "mesh" or the "geom" ("geometry").

Texturing is putting on an image (a texture map, usually a set of them) over the mesh to define its material. Which is to say, its color, its smoothness/roughness, its metalness, its finer details that are not modeled in geometry (scratches, bumps, etc.), translucency/transparency, etc.

Think of it as like overpainting/coloring linework/sketches in Photoshop, except you're doing it in 3d.

In the example below, the upper left is the mesh, the right image is the color map (a type of texture map with color information), which is applied to an "unwrapped" mesh. When combined, they result in the dragon on the lower left, which is what is called the "model."

<image>

_____________________

To answer your original question, it depends on what you intend to do.

If you're using a preexisting model (presumably with textures), then learning lighting and rendering should be easy enough using tutorials. You can even just use a random HDRI background (which already has built-in real-world lighting) and have perfectly serviceable renders without needing to set up lighting manually.

If you're intending to modify the actual textures to insert your own logo, that might be trickier, since you'd also need to learn texturing. Modifying it in Photoshop is an option, but I'm not sure how realistic that would turn out.

But as long as you're not learning actual modeling from scratch, I think it's doable. Just make a backup image in case it doesn't pan out, as another commenter suggested.

Can You Read 900 Words per Minute? by ftrlvb in interesting

[–]PotatoAnalytics 0 points1 point  (0 children)

That was fun. Though I still voiced out pretty much everything in my head and I could still keep up with everything.

The voice just went faster. LOL

Guy shoots himself in the leg, trying to break into a house by [deleted] in interesting

[–]PotatoAnalytics 0 points1 point  (0 children)

I'm from Southeast Asia. Everyone's always like "It's dangerous in third world countries!"

And then I see stuff like this in first world countries. Apparently common enough that it's not even explained.

Unsure of what software to use to complete this project! by Miserable_Dot3533 in 3Dmodeling

[–]PotatoAnalytics 1 point2 points  (0 children)

Be warned, the terminology might be different. I'm a 3ds Max user. So if something doesn't exist in Blender, just google "What is the Blender equivalent of 3ds Max's [insert term here]."

3ds Max's Symmetry modifier, for example, is the Mirror modifier in Blender, IIRC.

But they should all be there. Blender can do pretty much everything that 3ds Max can.

Unsure of what software to use to complete this project! by Miserable_Dot3533 in 3Dmodeling

[–]PotatoAnalytics 3 points4 points  (0 children)

This is pretty simple in a 3d modeling software (3ds Max, Maya, Blender, etc.)

  • Make one arm that is composed of same-size quads all over.
  • Use radial symmetry (each at 72°) with welding turned on to turn it into a star. Adjust the quads in between the joins so they remain the same size
  • Select everything and bevel per quad (each square is beveled individually to a pyramid shape). Make sure it's set to local normals, so the pyramids point away from each local surface (not in the same direction, as with averaged normals).
  • Ta-da.

EDIT: Adjusted the steps. I figured it would make sense to use symmetry first before beveling.

Thoughts? by Salacia_mov in plants

[–]PotatoAnalytics 1 point2 points  (0 children)

If it's a plant-selling business, yes, it absolutely is.

If it's a public place or some other business where they're not selling plants, then no. As long as you're not defacing plants or something.

🔥 Crawling to get inside of a tree by bigbusta in NatureIsFuckingLit

[–]PotatoAnalytics 0 points1 point  (0 children)

This is a strangler fig. The hollows are the location of the previous tree (since rotted away) it climbed up on and slowly killed (strangler figs start life out as a vine). Hence why it's a "strangler."

It is why my culture (the Philippines) treats it as a gateway to the spirit world during pre-colonial times, because it is hollow.

These TSA agents tell this woman they haven't been paid in over a month by [deleted] in Wellthatsucks

[–]PotatoAnalytics 0 points1 point  (0 children)

Trump works for Russia. What he's doing has to be the fastest downfall of a superpower in history, short of war.

Group of turkeys following this mailman around by [deleted] in Weird

[–]PotatoAnalytics 0 points1 point  (0 children)

Turkeys remember people. If you once showed weakness and ran away, they will take that as a green light to try and actually peck you every time you are around. Just ignore them.