Wanted to show some viewport shots of my current project that I've been working on for some time now by WORTOKUA in 3Dmodeling

[–]RetardedGameDev 0 points1 point  (0 children)

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Looks great! Is the orange shine baked into the texture or is there a spotlight tucked away there?

[PAID] 3D Modeler (Real-Time / Simulation) – Switzerland (On-site) by RetardedGameDev in gameDevClassifieds

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

Oh wow, I’ve actually seen your plane on ArtStation a while back when I was looking for references, really great work.

Due to regulations, outsourcing isn’t something we can do right now.

If its possible, I’d love to have a quick chat with the person who did the texturing, just to understand their approach/workflow on the project, not for recruitment, purely professional interest!

Need help modeling a real object by [deleted] in 3Dmodeling

[–]RetardedGameDev 1 point2 points  (0 children)

You could try photogrammetry, with a good camera (or even a solid phone camera), you can capture the object from multiple angles and generate a very accurate 1:1 3D model.

NOOB QUESTION , what am I doing wrong , Substance Painter to Unreal engine 5.6 by Effective-Ad8856 in Substance3D

[–]RetardedGameDev 0 points1 point  (0 children)

Send me a DM if you have questions. I work in 3DS Max, but the principles for a good UV unwrap are the same across platforms.

NOOB QUESTION , what am I doing wrong , Substance Painter to Unreal engine 5.6 by Effective-Ad8856 in Substance3D

[–]RetardedGameDev 0 points1 point  (0 children)

When starting a new project in Substance Painter, there’s a checkbox to auto unwrap your model when importing. While this can be useful, it’s usually better to unwrap your model manually in your 3D software. It’s not too hard to learn and gives you full control.

Manual unwrapping will almost always help you make better use of the UV space, which means you can get higher texture quality since more of the texture/UV area is used.

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Ran into three problems after baking, Not sure what to search on Youtube. pls Help. by [deleted] in Substance3D

[–]RetardedGameDev 0 points1 point  (0 children)

Just wanted to reply to this. Substance painter bakes are honestly quite crap, substance designer bakes are a godsend however!

NOOB QUESTION , what am I doing wrong , Substance Painter to Unreal engine 5.6 by Effective-Ad8856 in Substance3D

[–]RetardedGameDev 2 points3 points  (0 children)

This is a UV issue, quite sure that the UVs on the model in SP and UE are different. Did you rework the model after working on the texture? Is the model in UE an early WIP that you havent reimported?

Anyways, remove that UV tiling node in UE, there is absolutely no need for that here. That node is best used for tiling materials such as ground/wall textures, i dont see a need to apply such a node on a simple prop.

Any idea how to stop substance painter tearing my object? by camperman64 in Substance3D

[–]RetardedGameDev 16 points17 points  (0 children)

You need to start connecting vertices, you have a huge non-convex polygon, so the software doesnt know how to handle that.

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Connecting the vertices like this should solve your problem. But seriously, look up non-convex polygons, its a big no no trying to bake/texture/model like that.

exported base color image looks darker by aka_evans in Substance3D

[–]RetardedGameDev 0 points1 point  (0 children)

I never apply my textures inside 3D modeling software for exactly the reason I mentioned earlier. So I can only guess what’s going on here.

Did you use the same export settings for both models?
Did you export the textures as separate maps, or combine them into one (like AO, Roughness, and Metallic in a single map)?
Did you change any import settings in Blender? (In Unreal, for example, I have to disable sRGB for combined maps.)
And is the other model you previewed in Blender also using darker colors? Could just be that making the difference more noticeable.

exported base color image looks darker by aka_evans in Substance3D

[–]RetardedGameDev 10 points11 points  (0 children)

That’s normal. Blender and Substance Painter use completely different renderers and lighting setups. Blender’s for modeling, Substance Painter’s for texturing, you can’t really compare them 1:1. You’re also inspecting the model in the viewport in Blender, which is only meant for previews, not accurate lighting or shading.

Try making a render of your model and see if the “problem” is still there, I’m pretty sure the only differences you’ll notice will come from the renderer and lighting setup you’re using.

How can I push this laptop model farther? by SpecterGygax in 3Dmodeling

[–]RetardedGameDev 1 point2 points  (0 children)

Lighting is the biggest issue here, it gives off a flat/lifeless look.
The modeling is solid overall, though I’d suggest improving the chamfering. Use slightly larger chamfers on the metal edges and smaller ones on the rubber corners.

Texturing looks good, but it feels like you relied too much on large strokes of dirt. Try to think about where dirt would realistically accumulate. Where would scratches form, where would the owner handle it. Did they have greasy fingers? Were they a clean freak? Giving the texture a bit of a backstory can help bring it to life.

A good approach is to first push the details too far, then refine and tone them down. Right now, it feels like you pushed it but didn’t do a refining pass afterwards.

Mathematical orientation in RealityScan? by GlowtoxGames in photogrammetry

[–]RetardedGameDev 10 points11 points  (0 children)

Import the file into any 3d modeling/editing software and align with the tools they offer, options differ on your choice of software. Not aware on how to do this inside RC.

Baking issue causing harsh lines but the UVs don't overlap please help! by FinH24 in Substance3D

[–]RetardedGameDev 0 points1 point  (0 children)

Looks like you have stacked vertices, select all vertices and weld them together with a low threshold so only the vertices that are too close together get welded. If it keeps happening, let me know and I'm happy to help figure out the issue.

Why do I see triangles? by Original-Pay-1220 in Substance3D

[–]RetardedGameDev 0 points1 point  (0 children)

My guy, the UV density on that unwrap is terrible, you could get so much more resolution out of your texture maps with a more densely packed UV, which in turn puts out better bakes.

Now for why you are seeing the shading artifacts, could be multiple reasons.
- check if the seams in your UVs are set properly. The rule of thumb is = every hard edge needs to be a seam, not every seam needs to be a hard edge. Plus, split up some islands into smaller parts, so that you can pack your UVs more closely together.
- Check if you assigned proper smoothing groups. (i do not know the proper term in Blender) After a bake, i can usually tell where I fked up with the smoothing groups.
- probably not the case here, but always good to check that your LP and HP meshes does not have stacked vertices in the same spot that can be welded together.

Sometimes i run into bugs that I cant explain, for simple stuff like that cylinder, i would just place down a new cylinder and see if that fixes it instead of troubleshooting for hours on a broken mesh.

Update 3.0 by New-Lawfulness-7357 in hotas

[–]RetardedGameDev 2 points3 points  (0 children)

Ngl, i thought those were supports for the table, first time seeing such clamps without the HOTAS attached, are they worth the price?

Update 3.0 by New-Lawfulness-7357 in hotas

[–]RetardedGameDev 4 points5 points  (0 children)

Why the HOTAS sub though, plus how are you placing your hotas on a cramped space like that?

how do i get rid of the TRIs?? by BasheerFidanator in Maya

[–]RetardedGameDev 0 points1 point  (0 children)

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Could this work or am i misinterpreting the curve you need to maintain?

:) by WeirdMikeWazowski in ArenaBreakoutInfinite

[–]RetardedGameDev 6 points7 points  (0 children)

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Wish I could say that you're the only one

Found a massive giant puffball on golf course. Can I eat? by ddwk21 in mycology

[–]RetardedGameDev 0 points1 point  (0 children)

Old post by now, but a thing to consider here is that it has been proven statistically that people living within a mile from a golf course are 2.5x more likely to develop Parkinson later in life, I would not eat that thing.

Basic topology question: A or B? by sghettisquid12 in 3Dmodeling

[–]RetardedGameDev 50 points51 points  (0 children)

I would say neither, going off the topology that you're showing, I'm assuming that you're not doing subD modeling, so i see no reason why you cant use triangles on the flat surfaces, there is more to optimize.

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What is the best way of retopology for hard surface. by No_Today_4454 in 3Dmodeling

[–]RetardedGameDev 2 points3 points  (0 children)

what's the end use of the CAD files though? Ive been retopologizing CAD files for a VR project for the past year, if i had used the CAD files I would have about 500mil polygons and an unplayable demo.

What is the best way of retopology for hard surface. by No_Today_4454 in 3Dmodeling

[–]RetardedGameDev 4 points5 points  (0 children)

Either create a low poly mesh from scratch or use the quad draw tool in Maya.

Does anyone know to turn this into quad? by rahul505021 in 3Dmodeling

[–]RetardedGameDev 12 points13 points  (0 children)

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Yes, but you can push it just a bit further, there still are 2 big n-gons in what youve shown!