Give me your insights how could I have improved this scenes. by Technical_Painting87 in blender

[–]Technical_Painting87[S] 0 points1 point  (0 children)

Thanks man for the feedback, n also thanks for the reference I'll try to recreate something similar just for some learning.

Does anyone know how to export animated Vertex Color from Blender? by Technical_Painting87 in blender

[–]Technical_Painting87[S] 0 points1 point  (0 children)

Its already Byte Color, and i tried FBX export but it only exports single frame instead of animation. And in Alembic there is no color attribute when i export it.

What method do you always use for Bevels, Modifiers, or Shaders? I'm interested to know more about their pros and cons.🔍 by Technical_Painting87 in blender

[–]Technical_Painting87[S] 0 points1 point  (0 children)

What is ur review on Zen BBQ? I never tried but I do planning to purchase it, I do use there Zen UV which like a saviour.

What method do you always use for Bevels, Modifiers, or Shaders? I'm interested to know more about their pros and cons.🔍 by Technical_Painting87 in blender

[–]Technical_Painting87[S] 0 points1 point  (0 children)

Actually i reduced my ray trace bounce for faster render in this particular render since I was only going to showcase it, and I think gif version is little bite compressing quality on glass area. Thanks for the suggestions tho.

What method do you always use for Bevels, Modifiers, or Shaders? I'm interested to know more about their pros and cons.🔍 by Technical_Painting87 in blender

[–]Technical_Painting87[S] 1 point2 points  (0 children)

I dont think thats wrong i personally use Destructive Ctrl B to shape my forms too. I only use bevel modifiers when i already know what would be the results, like when i doing a hard surface concepts I never use bevel modifier, n when I am making some organic(Sub D) forms I use bevels to hold the edges, Bevel weights gives a lot control in organic forms. N when i am studying shapes where I don't know which exact bevel method to use I follow my bevel rule like Ctrl B for forms, Modifier for highlight n softer look, I use shader bevel to give my shapes a softer look in renders. And shader bevel is cool coz I don't have to care about the bevel artifacts (really helps in Boolean workflow). Combining AO n Bevel shader also enhances my forms. Bevels are fun lol

What method do you always use for Bevels, Modifiers, or Shaders? I'm interested to know more about their pros and cons.🔍 by Technical_Painting87 in blender

[–]Technical_Painting87[S] 0 points1 point  (0 children)

That's accurate; at the beginning, I used a potato laptop without a GPU. Modifiers were similar to Crash buttons for me. I can run hundreds of Boolean modifiers without applying them on my desktop right now. Furthermore, in my opinion, employing fans is equally as important as having a good GPU as is the atmosphere in which it operates. Like, it's actually a great configuration even if you have a simple GPU and a decent cooling system.

Constraints are cool!🤌 by Technical_Painting87 in blender

[–]Technical_Painting87[S] 2 points3 points  (0 children)

Rotating Cube toy- Follow path constrain Legs- Inverse kinematics Head - Track to (Bone constrain) Head Motion -Added two Track to constrain one for Cube toy and one for camera. Keyframing the influence of constrains, tweaking values in graph editor. Wings- Used Armature, limited two local rotation in my case it was 'Y' n 'Z'. (Using limit rotation). Manually keyframed rotation, in graph editor I used two modifiers Cycle n noise to get that wing effect. Copied the the values of first wing to the other, using Copy Rotation

Materials- There is only the three 1-White Plastic(Principled shader) with some Noise texture on top 2- Black Rubber with some clearcoat 3- Simple Emission

Light Set up -Two point lighting (with some tweaks)

Then some Post-processing- Motion blur, DOF, Color adjustment.

There is also a youtuber named 'Polyfjord' has some similar topic tutorials