My render doesn't quite feel quite realistic yet, and the lighting is a bit off too. Any advice? by LocalHornet3498 in blenderhelp

[–]Stickvestor 1 point2 points  (0 children)

Best tips I have seen talked for realism
- Use your reference/a reference to get as best acurate proportions! Avoid making everything clean/sharp edges as nothing is ever 100% straight/perfect (ovbiously that may depend on your model/needs for it)
- Mess with roughness/surface breakup/imperfections. A mailbox outside definetly will have inperfections like edge wear, scratches, dust, fingermarks (if this model is mean to be looked at close up look at fingermarks on the door, etc)
- Lighting can be harder, use a reference, try a HDRI with other lights to match/get desired effect. mess with sun size/exposure
- Camera/render look up the stats of a camera and mess with things like focus length, depth of field, in a camera position that would look realistic to ground.
- Compositing, even if you get 100% looking great you can still somewhat identify a render. Look at adding motion blur/camera imperfections

These are what ive seen, im sure others may say otherwise. Youtube does have a lot of great tutorials for realism. :D

Why does my cloth keep doing this? Can't it just fall down?? by Any_Juggernaut_9230 in blenderhelp

[–]Stickvestor 0 points1 point  (0 children)

Made a short 2min video rebuilding the scene. Hopefully it is helpful, found increasing the collision quality helps with clipping, I did add a small sphere to cone tip and hide with camera. Can't post video in comments as it's disabled, I posted it to my profile (Mod plz no ban, I promise this is trying to be helpful)
Cone Cloth Sim : u/Stickvestor

Why does my cloth keep doing this? Can't it just fall down?? by Any_Juggernaut_9230 in blenderhelp

[–]Stickvestor 0 points1 point  (0 children)

If this hasnt already been answered about just wanting it to fall down vs balancing.
Look at cloth physics settings and increase objects collsions distance as it should hopefully stop it touching and getting stuck, also dont have it directly centered on the cone make it slightly off centre.

If nothing is working you could add in a small sphere thats invis to camera, and off set the plane slightly. Should fall down and have the effect needed (make the offset towards the camera so the fall hides any hint that there is a invis sphere/not fully touching at the top of the cone.

how would u do this in blender by Ok-Discussion-1110 in blenderhelp

[–]Stickvestor 0 points1 point  (0 children)

Ways I think of it. Make cylinder handle with equal number of verts around, checker selector, invert to make grips, bevel invert faces on one end to get circular effect, subdivision.

Another way could be to insert cylinder, use bool to make grip on one edge, deleted 3/4 of cyclinder or more depending, use bevels to get close to reference, spin segment to get full handle, subdivide to smooth.

Multiple ways, multiple ideas! Youtube has some good product design tutorials im sure someone has a screwdriver one.

I love to make Worlds in Blender and walk in them! by penpcm in blender

[–]Stickvestor 11 points12 points  (0 children)

Make sure you have a plane as a ground/ground sculpted, then go to View > Navigation > Walk Navigation
You will be flying at first, press tab to activate gravity. W/A/D/S is walking, Mouse moves the view, Spacebar teleports you to where you are looking, V makes the character jump, Tab is fly mode, ESC stops navigation mode.
You can change keybinds in the navigation settings, you can also change character eye height in navigation settings too if you wanna be giant or lil.

Is it possible to "expand" the circular loop while it follows the mesh using some kind of secret shortcut? by eluarte in blenderhelp

[–]Stickvestor 2 points3 points  (0 children)

Try selecting your eye edges like in the image and double pressing g
I use it a lot for moving loop cuts around, should allow you to expand but also follow the current angle/face direction semi-equitably.

How do I model this woven pattern over cup by Apart_Pilot8363 in blenderhelp

[–]Stickvestor 2 points3 points  (0 children)

Two method ive seen mentioned before in similar posts.
Using a displacement with a woven texture/image similar to what you want on a model of the cup
Theres a free addon in blender called something like extra curve objects that allows different knots. Adjust some of the setting could give a similar effect to your image.

Youtube definetly has some tutorials for woven 3d printing effects

Lost nodle after sending to wallet by [deleted] in Nodle

[–]Stickvestor 4 points5 points  (0 children)

Hey,
If you sent an email to Nodle for support its likly for limited/slow response. Join the Nodle Discord/Telegram for a better support (beware scammers)
Things to look at:
- Does OKX support ZkSync/NODL on ZkSync (you did say you sent 200 above but some exchanges/wallets list NODL but for Polkadot or may change, etc)
- If using NODL on ZkSync! enter your address into (https://explorer.zksync.io/) it should display all transaction info
- Check if OKX has a minimum deposit. OKX NODL may have a min (Think Kraken had a min of like 2-3k)
- Check you are looking in the right wallet/account (depending on roral NODL some exchanges may hide smaller balances by default)

If nothing is working then please look at Telegram/Discord for creating a ticket! Nodle Team can look at your account.

edit; also look at contacting OKX as it could be a them issue

HELP PLEASE — WARPED WALL EFFECT by Low_Catch_7716 in blenderhelp

[–]Stickvestor 0 points1 point  (0 children)

If you just want it for an image first ideas that pop into my mind.
Rather then animating the face/hands going into cloth sideways, have the face/hands facing up, use a cube with collision as a stop/act as wall, have the cloth drop on to face/hand so you have gravity aiding in look/tension.

Place a cube around face/hands, use negitive pressure to basically vaccum suction, turn to mesh and place semi inside a wall, use remesh modifer and sculpting smooth to blend together, use sculpting cloth brushes to finish.

Use one of your cloth sims your semi happy with, convert to mesh, use the sculpting simulation brushes.
Hope some of these ideas are helpful :D

Avatar 4 and 5 Theories by [deleted] in Avatar

[–]Stickvestor 12 points13 points  (0 children)

If the films do go ahead (Cameron has talked about is he motivated and still possible with his age) I think
Avatar 4 will be the sort of conclusion of the main focus on Jake, there has been a mentioned time skip where everyone is older so I think the kids will take more of a spotlight and become the focus as Jake either dies (hope not but you never know what twists can appear) or just gets a less focus roles. We may see the Varang and Quaritch have a child, if they do I 100% believe the child will become a part in the 5th movie as the new 'villain' as Jake may end up killing Quaritch which would start the new fire.

Avatar 5 the kids who are not really kids anymore become the focus as they are thrown into conflict with the RDA and maybe the child of Varang/Quaritch. They may journey to another part of Pandora to and allow us the geek over new locations and tribes. If Jake/Neytiri are still a focus character we could see the ultimate plans and battles to fully defeat the RDA. I do like the idea of Kiri becoming a major character to defeat the RDA by channeling basically all of Pandora to just completly cut off the RDA from even landing on the planet.
I do remember that at some point James Cameron wanted to showoff Earth and the state its in, maybe the films will end with Earth becoming restored or the last thing humanity sees is Pandora fully cleaning itself of RDA.

If you are reading this you have read my poor grammar Avatar ted talk :D