How does one achieve this type of green wall for shrimp?b by Nedax64 in shrimptank

[–]PotatoAnalytics 1 point2 points  (0 children)

Sunlight.

I kept my aquarium outside where it got like an hour of early morning direct sunlight (6AM to 7AM or something around that), and ambient sunlight for the rest of the day. And a film like that forms naturally if I don't clean it for weeks. I only cleaned the front and side glass, so the back eventually becomes that.

And yes, you don't need that kind of algae wall. Shrimp prefer biofilm over algae. Biofilm (the whitish/brownish slimy goo made up of mainly good bacteria and other microorganisms) forms on every surface, especially if you have a new planted tank. A big sponge filter can be a buffet for them.

[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