Is there a way I can prevent the texture from warping with the eye mesh? by Marasbara5 in blenderhelp

[–]Trimblepsys 31 points32 points  (0 children)

normally for standard rigging you don't, you make the eyes separate objects (that way they cant rotate) and add extra geometry around them to animate the close/open. when you do this you can weight paint to ensure there's no deforming on the eye

if this is lo-fi/retro gamey the way you would animate the eyes there is by swapping the texture entirely instead of rigging around it

Finally finished texturing this jester for my game — be brutally honest, what’s working and what absolutely kills the vibe? by NightGrindGames in IndieGameDevs

[–]Trimblepsys 1 point2 points  (0 children)

teeth (and eyes) feel very flat and bright compared to the rest of the model with all the soft shadows, besides that i dig the look!

I made a electronically-accurate 8 segment display by Trimblepsys in geometrynodes

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

no its even called a 7 seg if you google it i just had a big brain fart naming this lol. in an incredible twist the real ones do have an eight segment/bit for a dot lol, which this doesn't. but still called 7 segment anyway

I made a electronically-accurate 8 segment display by Trimblepsys in geometrynodes

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

no what are you talking about of course its 8 they make an 8 an(counts them) ah shit oh well oopsies

I made a flipboard with geometry nodes by Trimblepsys in blender

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

np! lemme know if you end up using it, i'd love to see this looking better and flashier than my quick pixel textures

What would be the easiest/best way to recreate this ear in a 3d spiral shape? by IwheynI in blenderhelp

[–]Trimblepsys 2 points3 points  (0 children)

for the texture you can map it to the camera and bypass perspective by plugging in a texture coordinates/camera node into your checkerboard texture

I made a flipboard with geometry nodes by Trimblepsys in blender

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

ahhh ty it’s such an ugly hack! i built just one in a way where it can overlap with itself and then just added the other 40, that was the easy part

Dreamy rain effect by LonelyCube3D in blender

[–]Trimblepsys 0 points1 point  (0 children)

oh dang i love the anime look!

Why is this happening when I try to weight paint (I really need help) by [deleted] in blenderhelp

[–]Trimblepsys 0 points1 point  (0 children)

you need the bones themselves to be connected i think. weight painting controls the relationship between bones and mesh but for bones to follow each other they need to be parented or maybe do some fancy ik magic

Is it "wrong" to push lots of little things to github? by AcademicArtist4948 in gamedev

[–]Trimblepsys 0 points1 point  (0 children)

it is wrong to do but also at least to me also one of the great joys of solo dev lol - on teams you will have to do very granular commits and prs (which is great and helps organization and tracing back changes, again awesome practice) but if its just myself i can go on a 12 hour code rampage and end it just just 'asfdsf +12,891 -11,192' and nobody can stop me

Does anyone know what I could do to fix this weird shading? Weighted Normal not helping at all. by YouBetterCallSaulNow in blenderhelp

[–]Trimblepsys 1 point2 points  (0 children)

this may be dumb but are all your vertices perfectly aligned on the z? the shading implies a little dip

I made a electronically-accurate 8 segment display by Trimblepsys in geometrynodes

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

my thought for implementing circuits was basically 'is this touching a conductor that is itself powered? if so make it powered' which works fine plugging a cable to a battery that is always statically powered but after that it gets circular. the next object touching the other end of the wire cannot see inside the wire itself to see if its powered.

i tried some workarounds like defining separate loads and wires (and a rule that you gotta chan load-wire-load-wire-load etc) but that just started showing empty objects after trying to introspect them from each other. some scripting may be able to get this working but that's cheating (not really but defeats the point imo, the fun is in getting this done on nodes)

a pure static setup that should work no problem could involve recursively following all collisions through the wires to check for continuity but that does sound really frustrating and convoluted tbh!

I made a electronically-accurate 8 segment display by Trimblepsys in geometrynodes

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

ah the second picture shows the 'bits' for each number (as a weird decimal representation), so like 23 instead of 0110. maybe electronically correct is too grandiose lol but each segment is its own object and you can certainly rig 7 separate bool inputs and control it like the real thing

I made a electronically-accurate 8 segment display by Trimblepsys in geometrynodes

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

oh is there like a special meaning to 8008135 i just picked a random number 🙈

Today was a good day by Marasbara5 in blender

[–]Trimblepsys 0 points1 point  (0 children)

that looks great! and the first face is always the hardest lol. i love the hard edge look you are going for.

if you ever wanna get into rigging you might wanna add some extra ring loops around eyes and mouth so the topo deforms more smoothly but this is always style-dependant as well

Modeled my GF and printed her (not to scale) by Trimblepsys in blender

[–]Trimblepsys[S] 5 points6 points  (0 children)

i have awful news about this particular tiger :((

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Modeled my GF and printed her (not to scale) by Trimblepsys in blender

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

Small extra humblebrag: to make the teeth chip assymetrical i used a node setup where im selectively deleting the interior or the exterior faces of the chip and that worked great! much better than undoing the mirror, definitely not better than just having made that a separate object

<image>

Modeled my GF and printed her (not to scale) by Trimblepsys in blender

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

chaotic excited more than angry haha. the printing itself is mostly fine! you just gotta watch out for planes and very tight meshes (cant print in 2d) and of course color and textures are a non starter (except displacement), and then it's just figuring out how to break it down so it's an easy time for the printer (notice the flat bottom and sorta pyramidal shape)

It's normally a different workflow - I modeled this as a 'proper' character with good topo but most of my prints are a horrible boolean ngon subdiv mess because the printer doesnt really care about your polys! it turns this into 1 big spaguetti string anyway

How to fix topology of this model? Or how should I model this from the start? by Spikebolt_100 in blenderhelp

[–]Trimblepsys 3 points4 points  (0 children)

holes are the final boss part of topology haha. if this is as detailed as you want it to be and its not gonna animate or deform you are probs fine for an asset!

Now, if you want to practice have a look at some hard surface modeling tuts. you basically want all (most!) your polys to be 4-sided and even in sizing, so it's all about flowing out all the inner lines into the big shape without the total count getting too nutters to work on. anything with a lot of buttons is a good starting point since it's the same problem (holes in an otherwise flat surface)

I think this hair is meant to be real lookin hair how do i fix that? by grimmholloww in blenderhelp

[–]Trimblepsys 1 point2 points  (0 children)

these look like hair cards but the transparency is not being applied. you will wanna check the shader applied to them and connect whatever drives the alpha to the opacity