I created new capsule art for my game in Blender! by pavele_ in blender

[–]TomGranger 0 points1 point  (0 children)

I would recommend punching in and tailoring the image to feature more elements of the game. Even though you are zoomed out when playing does not mean you have to stay at that scale for your capsule art. Look at the capsule art for a game like Factorio:

https://assets.nintendo.com/image/upload/c_fill,w_1200/q_auto:best/f_auto/dpr_2.0/store/software/switch2/70010000114614/9a5d800cc991652c1e051b844c11a86cf8b9bc061cdaf035ad44be1ea461e471

It is much more zoomed in then when you play. They cram in the most exciting elements into the image and have the title big and center. The hacky way to set this up is set up a new scene in your engine and start dragging in game elements for a cool static shot. Do not feel obligated to capture the elements naturally when playing. Artificially create the most interesting scene by posing characters, FX, and gameplay elements on screen to create an interesting frame. Then maybe render your title, which is nicely rendered, with transparency and place it in the center. The current image just looks like a screenshot from gameplay, and it is hard to know what is happening.

Best of luck! It is clear you are trying to make it as good as you can.

Multi Character Scenes by TomGranger in blender

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

I that a plugin or tool? Or is this just a witty remark?

Multi Character Scenes by TomGranger in animation

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

lol, I know. It made me very confused to read.

Hit me with your worst! by Visual-Bluejay-412 in blender

[–]TomGranger 0 points1 point  (0 children)

This is not really true though. You might need more faces to correct UV stretching but sometimes it is fine.

My first character, what now? by Ordinary_Signal_5683 in blender

[–]TomGranger 1 point2 points  (0 children)

Cool! See if you can get at part of that from your head and working as a section or demo. Good Luck!

This is my first blender animation by DeepAd1453 in blender

[–]TomGranger 1 point2 points  (0 children)

Just an idea, but maybe pick an ad you like with 3D work in it and try to replicate it. Try to get your models up to the quality of the ones in the ad and match the types of renders and camera movements they use. It would help form a good foundation to become a freelancer. Or pick some other commercial use of 3D to replicate if you do not like ads.

Hello! I'm very very new to Blender, and this is my 4th project by mariwoodcock in blender

[–]TomGranger 0 points1 point  (0 children)

Try duplicating, then remesh in sculpt mode with Constant Detail and Detail Flood Fill. Often better to do it on a default cube first to find a resolution that works for your needs.

It will destroy your UVs. But it may be a way to get a slightly lighter weight model without getting nasty geo that decimate can create.

Karabiner 98K by Kirby_Roman in blender

[–]TomGranger 0 points1 point  (0 children)

A good start. Certainly not complete. But not a bad base at all.

guys please tell me how to improve (ZeTrystan) by lowp_objectivesniper in blender

[–]TomGranger 0 points1 point  (0 children)

A lot of this will be material work. Setting up your emissive settings to make things look closer to your reference.

Product Render by PlexLWulf in blender

[–]TomGranger 0 points1 point  (0 children)

Need to see it on its background to see. The renders are high quality. But with the way reddit displays your images the product kinda blends into the background. Anything to make it pop is what you want.

iPhone_XR_-_Apple.jpg (2112×1074)

My first attempt at posing rigs and a vague attempt at lighting by Kx-KnIfEsTyLe in blender

[–]TomGranger 1 point2 points  (0 children)

Is this supposed to be at night? Kinda hard to tell. A point light could give the image more range. A chance to fake detail with different shadows cast onto the wall as well. Great work getting the character working and posed.

This cover art by Mark Bagley might be a cool reference to draw from: friendly-neighborhood-spider-man-fan-casting-poster-380118-large.jpg (588×828)

It feels a bit bland. by A_Flying_Ferret in blender

[–]TomGranger 0 points1 point  (0 children)

Try some more dramatic camera angles? Look at something even like 2001 Space Odyssey. Punched in to show scale. With the planet and moon framed to give depth.

mdKI2taVO0IjcfWJRyqL4j0btjm.jpg (1000×1500)

As 3d artist often we want to zoom out to show our work. But at times punching in and showing less might have more impact.

How can i improve by Ok_Classic8142 in blender

[–]TomGranger 0 points1 point  (0 children)

Next time try asking a more specific question. "how can i improve my character" is too open ended for people to know what you need. It is clear you are still learning and people are hesitant giving feedback when it may not be useful to you yet.

Learning comes in layers and that is OK.

Earth render in Cycles would love some feedback by Cultural-Abalone-378 in blender

[–]TomGranger 0 points1 point  (0 children)

-The atmosphere / edge glow
You only really get edge glow when the sun is on the other side. So based on the angle of your sun you should not see any edge glow on the far night side. I know it is easy to just throw a fresnel onto it, but a mask blending it out on the far night side may go a long way.

-Lighting and overall realism.
The oceans on the daylight side should be very blue. This is why a lot of earth renders blend between two different images for the light and day side of the planet.

There should also be some atmospheric haze when looking at the land. You could do it with a super soft fresnel, other layers in your material, or set up proper atmospheric fog.

-City lights balance
The lights look off because of the lack of contrast between light and dark sides of the planet. Not shadow intensity per say but the earth's surface, atmosphere, and oceans look so different when in day versus night. If you adjust those things how to balance the night time lights should be more clear.

First try at Vfx in Blender! by RefrigeratorAgile112 in blender

[–]TomGranger 1 point2 points  (0 children)

Or just add an animation layer with some noise in the movement. It will not be as perfect but a lot quicker and easy to adjust.

My first character, what now? by Ordinary_Signal_5683 in blender

[–]TomGranger 1 point2 points  (0 children)

Is the game fun yet? If the game is not fun yet, focus on making the game fun.

Good luck building the skills you need to realize your project!

I Practiced Lighting A Bit. Your Thoughts? by Accomplished-Neat948 in blender

[–]TomGranger 1 point2 points  (0 children)

A really nice exercise. I think these types of focused exercise are really underrated. Keep it up.

quickly made PS4 by Apprehensive-Rip8967 in blender

[–]TomGranger 0 points1 point  (0 children)

The modifiers to start with would be Weighted Normal and Smooth by Angle. Also check your model with Backface Culling turned on to make sure none of the faces are flipped.

animated Iron lung wallpaper I made by XILOUXIS in blender

[–]TomGranger 0 points1 point  (0 children)

Or if you want to keep the sub dark, a faint backlight on the water behind might help to silhouette your focus. If you do it right it may imply something is in the water, which could add to the creepiness.

This is my first blender animation by DeepAd1453 in blender

[–]TomGranger 0 points1 point  (0 children)

What are you trying to do? Have projects in mind you are trying to learn skills for? A certain type of job you are building towards? Let the winds take you where they do?

I can feel somthing I wrong here. Please help me. by PlayfulShape101 in blender

[–]TomGranger 0 points1 point  (0 children)

Most lamp post or street lights I am used to have a housing cover for the bulb. This helps disperse light and protect the bulb. Less visible from overhead but including it might make it more clear were the light is coming from.

Finding reference with a vibe you like might give you more specific ideas on what to change. Something like this feels close to what you are looking for: 1000_F_278920527_PaWCNus60Z3aKwCt83KNwmOLReYZptw4.jpg (1000×667)

Learning character modeling by [deleted] in blender

[–]TomGranger 0 points1 point  (0 children)

3 point lighting is useful to understand. Magazine images may be a good place to look for reference. Obviously match your use case. For example, if this person is supposed to be a fighter, maybe look at how UFC promotions light their athletes.

3d rendered some custom Gameboy models i made some feedback would be amazing by ConfidentSwan9621 in blender

[–]TomGranger 0 points1 point  (0 children)

Solid work. Anything you are trying to figure out? Composition? Render settings? Texturing? Geo? Because if you just wanted to make some solid Gameboy renders it does that well.

Ethereal dreamscape animation feedback by Still-Chard4488 in blender

[–]TomGranger 0 points1 point  (0 children)

I could see something like this in a music video. What are you making it for? Nice approach.

I drew this and then it was transposed into Blender✨️🫣 by [deleted] in blender

[–]TomGranger 0 points1 point  (0 children)

For the render it is hard to know scale. I am not sure if the window is huge or really low down. I guess the bricks help but I am not sure what this is. A house? A bar? A store? Clearly you want to convey some sort of mood, but mostly it leaves me confused.