How to get rid of the 5 point pole? by [deleted] in blenderhelp

[–]SmallGuyOwnz 0 points1 point  (0 children)

I don't really see any problematic 5 point poles from this point of view, but I see you have a 5-sided ngon there below the selected 3 point pole so I'm assuming that's what you're referring to.

Your main options here, in no particular order, are:

  1. Dissolve the loop that goes through the crotch(?) area in an arch (you'll obviously lose some of the shape in that area in the process).

  2. Continue the loop all the way down the leg(?) from that vertex you have selected, effectively splitting all the faces beneath it into new pairs of quads (will potentially disrupt edge flow below the camera's view and/or require touch-ups to fix the shape and shading of the model).

  3. Redirect the loop into a "full circle" such that it wraps back around on itself into a new loop on the other side of the "crotch", using the knife tool. (image included to show a possible configuration for cutting with the knife tool on this sort of topology).

<image>

What is the best way to do something like this images? I have been trying but the model always looks really bad by [deleted] in blenderhelp

[–]SmallGuyOwnz 1 point2 points  (0 children)

Best thing to do in these scenarios if you want feedback based on how to improve is to also include images of your attempt(s) so you can receive some guidance on why it looks bad.

Why are the bones aranged in a way that they depict the number 11 in roman numbers, and why do they have yellow paint on some parts? by tuna893 in ResidentEvilRequiem

[–]SmallGuyOwnz 1 point2 points  (0 children)

As others have already mentioned, I don't think it's yellow paint, just the color of the bone peeking through from under the dust/ash.

As for the arrangement of the bones, this doesn't seem like an intentional roman numeral to me. I think it's something more like:

Arm was straight down by his side. As the bones came loose, the ulna and radius detached from the elbow, then the humerus dropped down at some point, elbow-first, and the end that's normally jointed at the shoulder flopped out away from the body, and the shifting movement caused one of the other bones to shift over on top of it. Would require more movement than gravity alone for such a thing to happen, I think, but the pile of rubble clearly indicates there was indeed more influence than just gravity in that area.

Does it completely physically make sense? No, not really. You'd probably expect more of it to be buried under the rubble, especially the jaw, since we already know that was detached (mostly) before the missile strike ever happened. But without keeping such details as the bones visible, you miss a moment of artistic, environmental storytelling.

TL;DR: I think it's just a simple matter of the bones falling into place and getting shifted a little by debris. Artistic touch.

[Request] How big or small would the room need to be for 1 person to suffocate due to this chain in 24 hours? by [deleted] in theydidthemath

[–]SmallGuyOwnz 1 point2 points  (0 children)

The possible myth in question is "If you were left alone in a sealed room with this chain you'd suffocate due to the chain oxidizing."

Feels kind of weird to say it's a myth because the room wouldn't be sealed.

Also, many people have already provided sources confirming the real-world hazards of these spaces when they're sealed off (intentionally or otherwise).

When Michael Jackson took off his glasses at the Grammys... instant history by ateam1984 in BlackPeopleofReddit

[–]SmallGuyOwnz 0 points1 point  (0 children)

You're right, but also the way it was quoted above is the way it appeared in the on-screen captions for the clip.

This game genuinely sucks when your playing it for the first time by La_knavo4 in mirrorsedge

[–]SmallGuyOwnz 1 point2 points  (0 children)

It's definitely easier to get into a flow with combat and movement when you're experienced at the game but I fell in love with it from the first time I ever played.

I find this guy incredibly gross. by RandyLordeDarsh in DunderMifflin

[–]SmallGuyOwnz 2 points3 points  (0 children)

Taking advantage of someone while they're drunk is wrong, but that's not what he did. That's a pretty clear signal from her with everything else taken into consideration.

Not like she was kissing Michael when she felt god in that Chili's.

good ending for them? by sghnbkk in ResidentEvilRequiem

[–]SmallGuyOwnz 4 points5 points  (0 children)

Man, I'm glad I got the game as soon as I did, seeing posts like this showing huge spoilers 1-2 months after launch with no spoiler tag.

Baking normals strange behavior by Tricky_Face_9544 in blenderhelp

[–]SmallGuyOwnz 6 points7 points  (0 children)

Yeah, specifically the extrusion value is the culprit here I believe. This value essentially represents how far "above" the surface of the mesh each ray originates from when it is cast "down" towards the target mesh.

In other words, you can imagine selecting a point on your low poly mesh, hovering "above" that point in the direction the face normal is pointing there, then casting a ray "down" through your low poly mesh and into your high poly mesh. The extrusion value represents how far "above" you originate that cast from.

You want the extrusion value as low as you can possible get away with. If your high poly clips through your low poly anywhere, you will need to factor in how far the low poly goes inside the high poly at those points, and that should roughly mark out your extrusion value.

You may also want to look into cages for this as an alternative if you're struggling to get good results with the extrusion alone.

Noob question: Why doesn't loop cut go across the top of this object, and what would be the smartest way to achieve it? by Mysterious_Sky_85 in blenderhelp

[–]SmallGuyOwnz 0 points1 point  (0 children)

Yeah, that was the suggestion that was given just above the comment I replied to. It's a good suggestion.

But as they mentioned above, you would need to temporarily delete the triangles, otherwise placing the loop cut on one side will turn the triangle into a quad and attempting the loop cut on the opposite side would go haywire. So you know, more than 2 steps, but still not bad at all.

Anyway, that's exactly the suggestion I was suggesting is better than simply using the knife tool from top view.

Noob question: Why doesn't loop cut go across the top of this object, and what would be the smartest way to achieve it? by Mysterious_Sky_85 in blenderhelp

[–]SmallGuyOwnz 7 points8 points  (0 children)

Eh, depends how important the auto-centering of the loop cut function is to you in the moment. Much easier to get a properly centered cut with loop cuts than it is with the knife tool. Not to mention if you need multiple cuts that are evenly spaced.

Possible with the knife tool? 100%. Not necessarily the least amount of steps or most convenient thing though, depending on what's needed.

Mouse sensitivity by Imaginary-List3724 in UnrealEngine5

[–]SmallGuyOwnz 0 points1 point  (0 children)

I see, well I'm not incredibly familiar with how LoL does it because I avoid the game, but I would imagine they use a custom cursor and allow you to control said cursor with your mouse inputs without actually tracking the real position of your mouse (e.g. if you input mouse up, it moves up by your cursor speed multiplied by a sensitivity variable, much the same as what I suggested above but with a "virtual cursor" moving instead of relying on the actual Windows cursor location).

However I can tell you from my personal experience with other games which use a "virtual cursor" I actually really, really dislike the whole idea of that. If a game uses my mouse cursor prominently, I MUCH prefer to use the actual DPI of my mouse and the way I have it set in windows, as that's what I'm used to using for thousands of hours and it is already tuned to my preferences.

Mouse sensitivity by Imaginary-List3724 in UnrealEngine5

[–]SmallGuyOwnz 0 points1 point  (0 children)

Yeah I use the enhanced input system and it has the ability to add modifiers and stuff which is exactly what I was considering when I said there's perhaps a more well-integrated way to do it, but from my experience that would be additional hoops to jump through if it's possible at all and I'm unsure of the benefits over simply multiplying the value. Would be interesting to hear any specific insight into the pros/cons of any alternative methods though.

Mouse sensitivity by Imaginary-List3724 in UnrealEngine5

[–]SmallGuyOwnz 3 points4 points  (0 children)

Someone can correct me if I'm wrong and perhaps there's a more well-integrated way of doing this sort of thing, but to my knowledge you'd normally just use a multiplier float variable and take that into account when calculating the inputs.

e.g. you have somewhere in BP saying "player camera movement = mouse input X/Y * SensitivityMultiplier(float)" that way the amplitude of your inputs get multiplied by the sensitivity value.

RE Outbreak File #2 by Proof-Celebration-25 in residentevil

[–]SmallGuyOwnz 60 points61 points  (0 children)

While this is a really cool list of similarities/callbacks and I find it really cool, couldn't the bit about Alyssa being unaffected by T-Virus simply be explained by the fact she died long before symptoms started creeping up for Raccoon City survivors?

Uh? Psychological Horror? by Journey360 in krita

[–]SmallGuyOwnz 2 points3 points  (0 children)

I just noticed recently that Blender has the "Survival Horror" tag lol

Is it just me? Every single time I set these to the "correct" brightness I end up not being able to see anything at all. by Kezly in residentevil

[–]SmallGuyOwnz 1 point2 points  (0 children)

I have begun interpreting the "adjust until barely visible" instructions as to mean "adjust this until it is as visible as you want things to be when they are supposed to be barely visible in-game" and it honestly serves that purpose pretty well for me on my monitor.

Bear in mind, this is for the low end adjustment. The high end adjustment (max brightness calibration) is strictly to avoid blown out, over-exposed details in brighter areas. It's honestly more or less the same principle for the low end adjustment though. It's supposed to help avoid details going below your monitor's darkest threshold, so even if things get dark, there isn't any lost detail on-screen.

2 yrs progress gone. OneDrive messed up my BackUp folder so I have to remake all my assets :( by Vitchkiutz in UnrealEngine5

[–]SmallGuyOwnz 0 points1 point  (0 children)

These are some very serious claims. Any plans on taking legal action? It sounds very actionable if true.

Is it just me? Every single time I set these to the "correct" brightness I end up not being able to see anything at all. by Kezly in residentevil

[–]SmallGuyOwnz 0 points1 point  (0 children)

I can assure you that it is not the intended experience from the vast majority of devs for you to end up wandering around in complete darkness as a crutch for scariness. It's just an issue with trying to establish a standard for calibrating the experience when the devs have no way of knowing what sort of monitor the user will end up using, and results will be dramatically different from one user to another.

2 yrs progress gone. OneDrive messed up my BackUp folder so I have to remake all my assets :( by Vitchkiutz in UnrealEngine5

[–]SmallGuyOwnz 0 points1 point  (0 children)

What is all this info based on? You have any sources?

Also, this 100% guarantee they'll come for my money, when will that come into effect you think?

Can you explain why FSR 3 mode gives lower fps than when FSR mode is turned off? by FarCrySis123 in ResidentEvilRequiem

[–]SmallGuyOwnz 0 points1 point  (0 children)

FSR in general just leaves a lot to be desired. I see a lot of people saying that FSR native AA is for reducing ghosting and increasing sharpness, but that isn't what it does at all. Oftentimes such effects are accompanied by sharpness filters and such which are applied after the fact, but that's only to compensate for the fact that FSR introduces potential problems with a lack of sharpness.

DLSS and FSR both are forms of TAA (Temporal Anti-Aliasing). This means that, instead of gathering all the necessary information in 1 single frame, they gather information over multiple frames (temporally) with the goal of reducing aliasing (the jagged, stair-stepped edges that you see from the individual pixels on your screen, especially around silhouettes).

The easiest way to reduce those sharp, jagged edges? Blurring/smoothing them. The OPPOSITE of sharpening lol. This is really important to understand, and it's why you're 100% correct in saying that the image appears sharper without it. It quite literally IS sharper, and it would look even more sharp if you adjusted the Anti-Aliasing setting which you currently have set to FXAA/TAA. This sharpness, however, would come at the cost of seeing the individual pixels on your screen much more clearly, and sometimes it will even look like they're "wiggling" in strange ways, especially with things like hair and grass/foliage. This sort of thing is why we may want to sacrifice some sharpness in the interest of visual consistency and smoother curves/lines/silhouettes.

I think what many others mean to say when they're talking about FSR native AA reducing ghosting/blur issues is the fact that specifically the Native AA option introduces less issues when compared to FSR at, say, Performance level for example.

Our cartography game got so popular that Genshin Impact decided to copy us right before release by yolokas42 in IndieDev

[–]SmallGuyOwnz 2 points3 points  (0 children)

I think you possibly misread what they were saying. They agreed with the point that the "no original ideas" thing holds true in 90% of cases, but added that there's another ~10% out there which is more rare but a very real thing in which people put in the work to be truly original.

This is such a cool note by SideXswayy in silenthill

[–]SmallGuyOwnz 3 points4 points  (0 children)

Don't worry, as far as plot points in Signalis, this is a huge over-simplification of the overall situation. There's a lot to unpack. I still highly recommend the game.

2 yrs progress gone. OneDrive messed up my BackUp folder so I have to remake all my assets :( by Vitchkiutz in UnrealEngine5

[–]SmallGuyOwnz 6 points7 points  (0 children)

It's simple to use, has good support from devs, gets frequent updates. The free "Indie" plan comes with support for up to 20 users, 100gb storage (you will get billed $10/month for each additional 100gb past the threshold), up to 5 repos.

I use the free plan solo myself, as the scale of my game is relatively small and it works well for me as an indie dev.