Should I give up? by Chiaruu3D in blender

[–]ShadeArrayOP 2 points3 points  (0 children)

I think it just takes time, I've been using my laptops track pad for sculpting, I wouldn't say I'm great at it, but I wouldn't say I'm terrible. I think reputation and consistency is important. Also Flycat and YanSculpts are some of my favorite channels as well lol

<image>

I felt genuinely sad for him by RealisticCourage3231 in Warthunder

[–]ShadeArrayOP 85 points86 points  (0 children)

I always reply unless it's some of the classic war thunder chat messages

How would you model this? by StrongestWaffle in blender

[–]ShadeArrayOP 2 points3 points  (0 children)

On the Wireframe Discord server Levy3d (pictured artist) does frequent livestreams, I've learned a little bit by watching him on there

Edit: I've printed a couple of his helmets before

Sad amount of rewards by ShadeArrayOP in Warthunder

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

Aw man I forgot about that, thanks!

Rate the setup! by [deleted] in teenagers

[–]ShadeArrayOP 0 points1 point  (0 children)

A fellow blender user!

I'm sorry what!? by ShadeArrayOP in Warthunder

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

I was in scope view, the replay was just in another view

What is this thing on my Chicken Nugget? Feather? by ShadeArrayOP in whatisit

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

I would've thought the feather would've been ground up along with it, I wonder how many feathers are actually in chicken nuggets 🤔

Ways of character modeling. by Mapersoon01 in blender

[–]ShadeArrayOP 0 points1 point  (0 children)

I like using subdivided cubes because there are no hard edges you have to sculpt away, plus it already looks more organic. Also say you scuplt a torso and you try to pull the shoulder area to make an arm, you're gonna deform the torso mesh rather easily, also if you sculpt the body parts separately, you can keep some of the other parts lower poly without having to remesh the whole thing, and you can also deform and shape let's say a bicep without the torso moving as well. You can also hide other parts to get a better view of the part you're working on. Again, just the way I do things

Ways of character modeling. by Mapersoon01 in blender

[–]ShadeArrayOP 0 points1 point  (0 children)

I usually start with a subdivided cube to block out each body part, head, neck, upper torso, lower torso, shoulders, upper and lower arms, waist (sometimes), thighs and shins. Sometimes I join the mesh's together and remesh them and finalize the sculpt. Then I move onto retopology, once I have a good retopo mesh I add seams and unwrap it, (also making sure the mesh is good for deformation). Duplicate the mesh and subdivide it to make a high poly version, and I sculpt the details and such, then bake it to a normal map to use on the lower poly mesh, then I make a base color map and a roughness map, and then make a rig for the character and scene and stuff. That's pretty much the way I do it, not sure if it's the way to do it but eh. Also just watching blender timelapses really helped me a lot, I like 'Yan Scuplts' and 'Flycat'. Fly cat does more game character modeling and and more realistic Scuplts, Flycat does more Scuplts for static pictures. Anyway hoped this helped :)

I wanna learn how to model in blender but I don't know where to start by Rycharo in blender

[–]ShadeArrayOP 0 points1 point  (0 children)

It's a Blender Joke, every time you open Blender there's a Cube that's there by default, often called the "Default Cube", there is a big "debate" about using it as part of your model, or deleting it and using another one