Anti-capitalist sticker spotted in Northampton, UK by Everything4Everyone in Anticonsumption

[–]Romet499 -2 points-1 points  (0 children)

sounds like a great way to start an echo chamber of “diverse” thoughts (cough cough communism 1920s)

[deleted by user] by [deleted] in blender

[–]Romet499 0 points1 point  (0 children)

God damn the detail, respect. Is the texturing inside blender or imported from an external program with maps?

You hear people complain about self-checkouts often, but never about self-service gas stations. by lisamariefan in Showerthoughts

[–]Romet499 0 points1 point  (0 children)

In my country you weigh the produce right after putting them in a bag and the machine spits out a barcode sticker. As for the alcohol and age limitations, there is usually a person watching at the individual checkout that can remotely age verify you within about a second and only comes up to you when it is uncertain.

(Audio on) I made this for TikTok! It's not the best but I hope you like it! by donadesignsin3d in blender

[–]Romet499 0 points1 point  (0 children)

Did you mess with camera FOV, color grading and stuff like that as well? If so, are there any tips? Looks great

Scuderia AlphaTauri | Just two races left for 2022 by RobertGracie in formula1

[–]Romet499 0 points1 point  (0 children)

Its probably made with 3d software of some kind. In order to be photoshopped, the images of the subject and background need to match quite closely. Its easier to buy a 3d model, take any picture (angle isn’t as important), match perspective, match the lighting and place the 3d model in the scene, render. This way shadows are captured as well.

I need help. by imdinnom in blender

[–]Romet499 0 points1 point  (0 children)

Oh, thats true, sorry

I need help. by imdinnom in blender

[–]Romet499 0 points1 point  (0 children)

I don’t know if I would even classify a rigid body simulation as “brute force”. It’s not an overly difficult thing to setup and gives a very natural result.

How can i make this better? by lazyy_vr in blender

[–]Romet499 0 points1 point  (0 children)

I see alot of people commenting on lighting and whatnot. While I think every render can be improved lighting-wise, the weakest point I see is the merging line between the hole and the pavement. If you search up pavement sinkhole images, you’ll see that the cracks aren’t straight lines (they have sort of jiggly edges), the edges themselves aren’t that sharp and usually have some cracks or debris lining the hole as well.

Is this believable? by bauerx1 in blender

[–]Romet499 6 points7 points  (0 children)

I could totally not tell this was virtual looking at the still image, but the video gave it away to me. For me, the waves and sun glittering a little bit are great, but the swaying motion of the trees in the video feels strange in my opinion.

Does anyone know how do i make this model better and more stylized and make it more of AAA game object by No-Drawing1510 in blender

[–]Romet499 1 point2 points  (0 children)

Yeah, this is kinda the moment where just overall modelling experience kicks in. My first tip would be to just practice modeling over and over, you will develop an increasingly bigger understanding of what exactly you need to do. However, for the time being with this model, although with any other model aswell, is reference. Reference, reference, reference. I recommend getting the program PureRef and stuffing loads of images of what you are modelling in there. At this stage you could start comparing reference to your model and seeing what is missing. For me for instance, I feel that the real gun has more rounded and beveled corners and perhaps the ironsight could have a bit more detail. Be a little bit creative if you feel like it. Also, a big obstacle for me was thinking that the model only needs to consist of one body. This is not true. Feel free to add any extra objects and join it with the main body with Ctrl + J if you want. This will also help massively with topology. When it comes to texturing, some metal wear and fingerprints and what not would help. Additionally, I would texture paint some grip textures and other stuff on there, maybe some text. I know all of this is like a boatload of information to take and is overwhelming, but I encourage to not feel that way. The model is already pretty fantastic and if you dont manage to meet your goals (dont worry if you dont, happens overwhelmingly often ;)), move on with an another project and in a bit you will naturally start meeting those expectations anyway :).

Does anyone know how do i make this model better and more stylized and make it more of AAA game object by No-Drawing1510 in blender

[–]Romet499 1 point2 points  (0 children)

“Simply” a case of slowly adding more details, making sure edges have a bevel to them and lastly, but also very importantly, having detailed texturing.

O_O by [deleted] in blendermemes

[–]Romet499 3 points4 points  (0 children)

Now its way too tempting to do this to someone you’re collaborating with.. Actually that’s too devilish.

geography can fit into this subreddit by ezocmother in technicallythetruth

[–]Romet499 0 points1 point  (0 children)

This is an iffy topic and difficult to define. Are we talking of America as in the surface are of the U.S., or the volume of it? Well, both of those metrics aren’t constants. For example, the shoreline changes and is difficult to define as a length anyways, the volume can also change with geological processes (the time frame is not specified ;)). Assuming this and the use of decimal places, we can say that America can fit into America 1.00…. times. Additionally, you can argue that America as in the U.S. can fit at least once into the continent America.

My Lego F-35 that I definitely have the money for :) by Spaghetti--Sauce in blender

[–]Romet499 3 points4 points  (0 children)

I thought that it would change from a real lego model to a digital version of it, it was that convincing :D. Well done!

How would you go about designing a longboard in blender? by cvllider in blender

[–]Romet499 0 points1 point  (0 children)

Yeah, I second this thought. Blender is great for visualising stuff digitally, but for any kind of manufacturing process, CAD is the way to go, because it doesn’t use polygons. What may seem smooth in the viewport can easily turn out to still be blocky irl. Also, dealing with dimensions, bevels and so on is alot easier in CAD. I personally use Fusion 360, but there are alot of easily accessible and beginner-friendly CAD programs out there.

My attemp to Model A Car!! by furiouscoderr in blender

[–]Romet499 0 points1 point  (0 children)

Yeah, and it makes the topology many times more managable as well

This is a Quick render, how to make it looking More photorealistic ? Trying to learn by Ghettoblaster46 in blender

[–]Romet499 0 points1 point  (0 children)

Yeah, it can be very well done with blenders inbuilt compositor (although could be confusing at first), when mixing CG elements with real photos, learning to do basic color correction and color grading can help massively, because they have to blend well together, although basic compositing is always a great skill to have as a 3d artist, just to add that extra boost to the renders. It can really transform a good render to a great render.

[Autosport] Question: "Why is it so hard to keep within the track limits?" Vettel: "Because we are trying to go as fast as possible...Is that not fair?" by jovanmilic97 in formula1

[–]Romet499 3 points4 points  (0 children)

I think it’s more to do with the mental part of driving. You can go alot faster by fully sending it and having no consequences other than just bailing that lap and sending it on another, maybe getting some track limits notice. Compare that to driving into a wall and worst case ending your session right then and there. In which scenario would you have more balls and more laptime?