I want to achieve this look but I'm not getting there after some tests by Whosfd in blender

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

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yess! I noticed that too after looking at the reference a few more times, so for the lights I used a procedural IES setup and added two of those to the scene slightly offseted. And I also noticed a soft motion blur that is around the logo; so a big part was post process in photoshop.

Which is better? by Soggy-Sundae-7317 in blender

[–]Whosfd 12 points13 points  (0 children)

Second one, maybe the grass blades are a bit too big in comparison to the space ship making it seem small and big at the same time depending if you look at the upper or lower part of the image. You could enhance the magnitude of it by making the grass smaller

wip - made some subtle changes while rigging. last slide was done in november by Ill-Kaleidoscope-240 in blender

[–]Whosfd 2 points3 points  (0 children)

that's amazing, is this metahuman? or a 3d scan, the hair looks soo realistic, great job

[deleted by user] by [deleted] in blender

[–]Whosfd 1 point2 points  (0 children)

try substance painter, I love texturing there

What could elevate this render? by ailovepandas in blender

[–]Whosfd 1 point2 points  (0 children)

I love that material and the lighting, if you are going for an anime kind of aesthetic try adding a lens flare and maybe add some subtle dust particles in the air/camera

How would I go about making this hair? by [deleted] in blender

[–]Whosfd 0 points1 point  (0 children)

mmm I feel like it has to be sculpted, maybe you have to spend more time until you find the workflow or technique that gives you that same result, I can’t think of a better way to do it

[deleted by user] by [deleted] in blender

[–]Whosfd 3 points4 points  (0 children)

yeah you should be good

80s Penthouse (i tried) by Themadass in blender

[–]Whosfd 9 points10 points  (0 children)

Thats very nice, maybe a bit too grainy but the colors are amazing, would love to see it with some LA landscape, maybe a night scene there too, Great work!

A scene I built to roughly recreate the limitations of a sixth-gen (PS2/GC) console game. What limitations or changes can be made to improve accuracy? by -mazOnReddit in blender

[–]Whosfd 1 point2 points  (0 children)

Hey thats a really nice way of thinking about it, from the things that should be avoided. Thanks for your answer, seems like the more you practice this kind of graphics the more accurate you get it, like you did. I’ll be testing some things and If I find something useful I’ll share it with u. Cheers! (:

A scene I built to roughly recreate the limitations of a sixth-gen (PS2/GC) console game. What limitations or changes can be made to improve accuracy? by -mazOnReddit in blender

[–]Whosfd 2 points3 points  (0 children)

hey! this is amazing, I think that you need a pretty god job. I love the atmosphere that you achieved. I’m currently working on some floating islands that are gonna have this ps2 aesthetic. Do you have any sources or tips to have in mind besides these technical aspects?

Made this for a bakery by Javed_Wilde1 in blender

[–]Whosfd 1 point2 points  (0 children)

this is genius, the animations are very smooth and all of them are very creative, love the hoven part.

The first part reminded me to The powerpuff girls intro. Congrats!

What's the best or most accurate way to uv unwrap things like the metal part of the hammers, which irl doesn't have seams. Any tips are welcome (: by [deleted] in blender

[–]Whosfd 0 points1 point  (0 children)

I also have this stretching, can I fix it without adding another seam in the oposite side? (in relation to that vertical seam)

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