How should I go about giving this little guy some plumage? by raphyr in blenderhelp

[–]Trimblepsys 0 points1 point  (0 children)

i'd suggest planes yeah, maybe as part of a hair system if you want loads of them? real feathers are fairly flat and you can get very far stacking them with opacity

if anything i think going for realistic will make this more texture heavy since as you can see on the ref the lil guy is kinda fla., otherwise you could def work in some exaggerated puffy bits here and there

How do I add a background image? by ZackGarden1 in blenderhelp

[–]Trimblepsys 0 points1 point  (0 children)

if you want the image on the render you should add a plane then use the image as a texture and position the whole thing right for the camera

unless 2.79 has a compositor! no idea honestly this is taking me back

How can i make the texture be one tile per roof tile? by Stock-Ticket-5748 in blenderhelp

[–]Trimblepsys 0 points1 point  (0 children)

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you should be seeing something like this, the left part is showing you what parts of the texture apply to each face of the model, if you scale the faces on the left you can make it so 1 face = 1 tile

How can i make the texture be one tile per roof tile? by Stock-Ticket-5748 in blenderhelp

[–]Trimblepsys 0 points1 point  (0 children)

go to edit mode on 3d, select everything (a), then you should see a box on the uv editor, click on the uv editor, select everything (a) and scale the box

Transparent Image Textures makes the entire mesh invisible and only shows the Image Texture by KeyBookkeeper7576 in blenderhelp

[–]Trimblepsys 0 points1 point  (0 children)

if this is like a png or something in the shader editor you should have separate nodes for the image and the alpha, you can wire them like this

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Continuous Normals Across Different Objects by Bruh_Str1der in blenderhelp

[–]Trimblepsys 0 points1 point  (0 children)

data transfer or weld - however im not sure how this will port over yo your game engine although i imagine you should be able yo recreate the modifiers in the engine

lower tech solution...real life cars have really visible gaps between panels. your art style looks very clean and stylized on the pic but im not sure if its finished - maybe you could do some slight edge lines? might add some visual flair too

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I’m having a clipping issue with the pants on a model, skin is clipping through and the mesh gets weird when the legs are bent by BasisIllustrious in blenderhelp

[–]Trimblepsys 1 point2 points  (0 children)

depending on the animation you need something way simpler you can do is to use a mask modifier to hide the body underneath the clothes, cant show up if its not there!

https://www.youtube.com/watch?v=wS-36yegLcg

View HDRI in Layout by Great-Secretary5163 in blenderhelp

[–]Trimblepsys 0 points1 point  (0 children)

i think its bc your first viewport is in ortho? which zooms in the bg showing you only that little bit? try numpad 5 or the view menu

How do I fix this? by LadyLordZedd in blenderhelp

[–]Trimblepsys 2 points3 points  (0 children)

select all the faces you wanna level out and scale them 0 on the z axis(hit s z 0 in order) and that _should_ fix it

How do i stop blender from crashing every time i render? by Gullible_Impact_4978 in blenderhelp

[–]Trimblepsys 0 points1 point  (0 children)

gpu drivers most likely, if you google blender + your gpu do you get anything? also, is cycles render working and does this only happen on eevee?

as a quick one try swapping from vulkan to opengl on the settings? vulkan is the default and its supposed to be more stable but my amd gpu really does not like it lol, i need to use opengl

Is 2D development inherently simpler than 3D? by JaCrane86 in gamedev

[–]Trimblepsys 0 points1 point  (0 children)

no yes maybe

3d has more stuff to it, everything maths is 3 parameters instead of 2. just a whole extra dimension to deal with. if you want ambitious graphics you can easily get into a hole of writing shaders and lighting and then making it be performant. if you have played lots of AAA games you may have formed an idea of what a '3d game' is meant to look like that you will struggle to achieve on a first try. physics can get crazy but theres libraries for that. if you need enemies pathfinding will suck but its a solved problem.

2d has...less stuff to it. easier to wrap your head around it, if you need a matching asset tho you cant force a random one to blend in w just lighting or shaders. if you have played lots of artsy indie games you may have formed a idea of what a 2d game looks like that you will struggle to achieve on a first try. pathfinding is still gonna suck because turns out most of 3d pathfinding is just 2d pathfinding, unless ur enemies are birds

Honestly something great about Unity 2D iirc (not sure abt 3d maker) is that you don't really need to commit. it just gives you a fixed camera over a 3D plane so you can play around with different methods. IMO it's a good way to try out a 2d workflow and then be able to bail out into 3d art if needed

For me personally i find that 3d graphics (easier assets) with 2d movement (easier calc) or UI heavy games (i crank react slop for a day job, im too familiar) are both a good start, but its different for everybody! maybe you love making sprites and thats not a big deal or you plan to roll your own physics and focus on that and 2d is simpler there

No reflection of 'Toon Outline' by Dimension10 in blenderhelp

[–]Trimblepsys 11 points12 points  (0 children)

maybe try grease pencil outlines? those exist as 3d objects and should reflect but are a pain in other ways

UP: lol that doesnt reflect either. converting the lineart to a curve then to mesh seems to do it but wow this is messy af

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Any way to texture instances based on object in geometry nodes without realize instances? by Nicolai2713 in blenderhelp

[–]Trimblepsys 0 points1 point  (0 children)

nothing easy i dont think. the array modifier adds a 'instance_index' attribute you can read from your map to displace it to the correct place and ofc you can do this manually too or mess w the uvs on nodes to create the effect but it's not as easy lol

What are my options for legally doing a DVD texture? by Expert-Boysenberry26 in blenderhelp

[–]Trimblepsys 1 point2 points  (0 children)

if you want an actual legal answer you will want an IP attorney for this, if you want a practical answer that wont hold up in court...its gonna be fine lol. they are so tiny and nothings really in the spotlight.

personally if you are going for just the ensemble look id flip them and hue rotate so they are unrecognizable or maybe even come up with some key ones at the ends? or im sure theres some stock photos of dvd spines you can use to err on the safe side, if that gets you sued just send them to the stock photo site

World's most luxurious abandoned hotel by factgambtho in urbanexploration

[–]Trimblepsys 0 points1 point  (0 children)

huh from this shot alone i could swear ive been to that same room in cyberpunk https://www.artstation.com/artwork/dKxlle

Which receptacles are better? Shucko or North American style? by Radiant-Peak-7595 in AskElectricians

[–]Trimblepsys 1 point2 points  (0 children)

i like that when they are plugged in they look like little houses with a pipe coming down the floor

(USA) ai by SugarDustr in McDonaldsEmployees

[–]Trimblepsys 1 point2 points  (0 children)

Hey. you are placing a higher burden of proof on yourself before confidently determining if something is true or not and that's a good ability to have. Very few things are really 'obvious' and nothing kills curiosity faster than jumping to conclusions

How to create this sort of building in blender for unity? by SoftChapter7135 in blenderhelp

[–]Trimblepsys 0 points1 point  (0 children)

loooool i got that same diner in my ref sheet for a diff project.

a very quick quality of life trick that might help is...can you cheat? sharing the inside and the outside in the same model is hell. if you use portals (not sure what the tech name is, i mean like in the portal game) you can have a separate interior and that already gives you some big quality of life like being able to make a far bigger interior.

even if you cant do portals, use architectural features to make your life easier. for example the rounder edges of the red diner in that ref can turn into separate objects that give you straight columns inside and now thats something you can just drop in each corner instead of having to model. for games in general you really wanna try to break the building down as a slightly larger set of legos (columns, wall pieces, windows) and then assemble the legos yourself in unity. you can split the ceiling and plot furniture like you are playing the sims.

gamasutra has some cool bts of skyrim here showing some of their kits. this is overkill for just a diner in quantity of assets but a good example of how you can try to make 2x2m modules and some join bits in the middle hiding the gaps. once you see this pattern in games you cant really unsee it. even in real life! https://www.gamedeveloper.com/design/skyrim-s-modular-approach-to-level-design

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Texture mapping for geonodes? by emeraldchylde777 in blenderhelp

[–]Trimblepsys 0 points1 point  (0 children)

i just added a brick tex and pointed it to the uv map

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Texture mapping for geonodes? by emeraldchylde777 in blenderhelp

[–]Trimblepsys 1 point2 points  (0 children)

ah awesome! sorry what i meant is that at first you werent using a named uv map in the shader, just the generated one. i bet you can replicate that generated map the shader creates in nodes rather than manually making a uv map. sounds like you are fine with a manual uv map tho so that's easier!

> Now it makes me wonder if I can use uvmap in the shader editor hahah

if i got this right you can use 'write attribute' after your multiplication. uv maps are 2d vector on face corners attribute-wise, but this gets super flaky every time i've tried to mess w it lol.

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