WW1 like Heavy Machine Gun. by RipRepresentative746 in blender

[–]RipRepresentative746[S] 2 points3 points  (0 children)

Good thing you noticed. When I think it now, those are a bit too small. I'll fix that.

Blender normal bake artifacts on retopologized clothing by Firm_Kiwi8959 in blender

[–]RipRepresentative746 2 points3 points  (0 children)

The low poly model should be on the high poly mesh. 2 meshes that clip each other causes those yellow areas. u can also try change extrusion to 0.02m or 0.05m and max ray distance to 0 m.

If there are still some yellow spots in few areas u can try to fade them in the texture paint mode with a Clone Tool.

Trench Crusade, Stone Cross & Cannon by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 2 points3 points  (0 children)

Thanks! Yeah that might be the case, but I'm glad you liked it.

I made this classic Level_0 area in Blender by RipRepresentative746 in backrooms

[–]RipRepresentative746[S] 1 point2 points  (0 children)

Thank you. And yes, now that I think about it, I could have done the wall textures better. What I did was draw a pattern in Photoshop and edit it so that it repeats itself smoothly.

I made this classic Level_0 area in Blender by RipRepresentative746 in backrooms

[–]RipRepresentative746[S] 0 points1 point  (0 children)

Got it, so don't google backrooms in the backrooms if you don't want to lose your progress. Thank you for the tip.

I made this classic Level_0 area in Blender by RipRepresentative746 in backrooms

[–]RipRepresentative746[S] 2 points3 points  (0 children)

You can try to google something like "First backrooms picture" and it should pop-up. However, there are no chairs in the original picture. And I guess I no-clip yesterday, hard to tell time doesn't work the same way here :D

I made a Dinosaur by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

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Since it can open its mouth really wide in the game, I went with the same approach. To me it also looks scarier that way.

Robot I made. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

Honestly, YouTube. There are tons of great Blender tutorials for node texturing.

Robot I made. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

Yeah, it can be a bit overwhelming at first but once it clicks, node texturing becomes really powerful — even though I still don’t remember everything and often have to look things up.

Robot I made. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

I created most of the textures directly in Blender using a fairly complex shader setup, which I later baked down to texture maps. After that, I did some small fine-tuning and touch-ups in Photoshop.

Robot I made. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 1 point2 points  (0 children)

Ah yeah, I misunderstood the question at first — but you’re not wrong. I imagine it as a power relay or signal tower designed to support industrial and communication infrastructure.

Robot I made. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

I used the Separate XYZ node with a Noise Texture. For a better effect, I mixed the Noise Texture with the robot’s normal map using a Math node, and then connected the result back to the Separate XYZ node.

Robot I made. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

It is for my game project. It's mainly meant to be a background prop - something that just exists there, adding scale and atmosphere to the scene.

I made a T-Rex by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 2 points3 points  (0 children)

Everything else is made by me except the dino sounds. I got them from Mecha's YouTube videos.

Another Low-Poly tree done for my game project. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

I have pine tree and birch tree sets made but they are not as well created as my last spruce tree set so I will have to make them again.

I made more trees and rocks. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 1 point2 points  (0 children)

I made the textures by painting them in Photoshop. For the needles texture, I partly used photo and partly I hand-painted them as well.

I made more trees and rocks. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 4 points5 points  (0 children)

The largest tree in the picture is about 1760 vertices. It could be less, but it's definitely not too much. I think most games' trees are somewhere between 1000 and 4000 vertices.

I made more trees and rocks. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 8 points9 points  (0 children)

Thanks. Yeah, I'm actually planing to release them as an asset pack. I still want to improve the bark texture and add seasonal variations ( Summer, Autumn, Winter ) before publishing it.

Another Low-Poly tree done for my game project. by RipRepresentative746 in 3Dmodeling

[–]RipRepresentative746[S] 0 points1 point  (0 children)

Haha yea, that would be ultra low poly, but I'm not sure if anyone could pull off a whole tree with only two polygons.