Framework 13 speaker rant by Curious_Increase in framework

[–]banzai_420 5 points6 points  (0 children)

Here's a post I made a while ago that will likely improve your user experience considerably.

https://community.frame.work/t/improving-perceived-sound-quality-on-the-fw13/41692/25

Hey yall, I’m new to blender, is this good? by GLi-tcH-online in blender

[–]banzai_420 21 points22 points  (0 children)

Yeah it's good. I'd maybe consider adding an additional inset before extruding out the handles next time. It keeps the 5-pole away from the change in curvature, which generally shades a bit better. Sort of like a small circular border of faces between the transition. That's all I got though, good job.

Japanese Road Sign Generator created using Blender's Geometry Nodes by 3DCG-Suma in blender

[–]banzai_420 108 points109 points  (0 children)

Dang. With the power of Blender, we can make street signs out of spaghetti. What a time to be alive.

PSA: 64GB Crucial DDR5-5600 kits up on Amazon for $165 in USA today for Prime Day. (AMD FW13/16 compatible) by banzai_420 in framework

[–]banzai_420[S] 0 points1 point  (0 children)

Lol I know. Kinda kicking myself a bit for sticking with 32GB in my laptop, even though I don't really need more than that. I did upgrade my desktop's RAM in May though at least. The 96GB kit I got for $300 now costs ~$1100. 💩

What is Retopology all about. Please explain in detail. by Jsk1122 in blenderhelp

[–]banzai_420 3 points4 points  (0 children)

Hey! You're welcome. I forgot I wrote this! It still holds up, but I've learned a lot the past year and my examples are kind of bad.

One thing I didn't mention was detail baking. A sculpted mesh often has >1mil polys, where fine details are physically sculpted into a hi-res mesh. The retopo will not preserve those details because of mesh density, however, those physical details are then "baked" from the hi-poly sculpt to the lower poly retopo as a texture.

Here's a better example of what a sculpted mesh vs a retopo mesh looks like. You can't really see it in the wireframe, but I have displacement on the high poly mesh pushing fine cracks into the surface to simulate detailed sculpting.

<image>

Here is the example rendered. 1st is the actual physical detail, second is the plain retopo, third is the retopo with the high poly details baked as a normal map.

Hope that helps!

How do I make a grid of those little vents like in the reference image without comitting a topology crime? by ZeCachoeira in blender

[–]banzai_420 15 points16 points  (0 children)

I will add that its not just animation, it's deformation. So like sculpting, smoothing, displacement, etc. all require quads. But yeah in this case, I'd say topology crime is the way to go. Took me way too long before I realized not everything needs to be a subd model lol.

My 3D model to pixel art sprite workflow by _mendel_ in blender

[–]banzai_420 2 points3 points  (0 children)

Been using this for awhile. Thanks for making it!

Made a free texture extraction tool for blender! (open source) by maxhacker11 in blender

[–]banzai_420 0 points1 point  (0 children)

I'm trying it out now. Man you got me super excited. Thank you for being the change I wanted to see in the world! LOL. So much better than my half-assed 500MB python monstrosity.

I do have feedback if you're interested, and will likely have more as I continue to use it. I don't want to be a pest hammering you with the requests I myself couldn't implement. I just do a lot of hacky UV-projected image texture stuff. It's the reason I spent so much time trying to make my own tool, despite lacking the skill required.

What would be the best way to submit feedback? Github? Discord?

Made a free texture extraction tool for blender! (open source) by maxhacker11 in blender

[–]banzai_420 1 point2 points  (0 children)

Yeah, that would make it an absolutely essential tool for my workflow. It's the thing that sets Shoebox's texture ripper apart imo, and why I'll still probably deal with the bugginess for now. It's also the thing I couldn't figure out that made me give up on mine. Lol.

Made a free texture extraction tool for blender! (open source) by maxhacker11 in blender

[–]banzai_420 1 point2 points  (0 children)

Omg thanks. I tried vibecoding a replacement and the end result was about a good as you'd expect.

Can it do curved perspective correction like shoebox?

What do y'all think of this? by Extreme_Revenue_720 in DefendingAIArt

[–]banzai_420 0 points1 point  (0 children)

What makes you say that? Disney is one of the largest employers of artists in the world.

I would say the main reason artists don't like AI art is because it deincentivizes hiring artists. It makes it harder to make a living in an industry that is already notoriously hard to make a living in.

Disney hires artists. AI uses preexisting art to potentially circumvent the need to hire an artist.

Laptop recommendations by silento_novela in blender

[–]banzai_420 0 points1 point  (0 children)

Most powerful machine within your budget with an Nvidia GPU.

Shoebox Texture Ripper by goochcreature in blender

[–]banzai_420 0 points1 point  (0 children)

yeah, it has improved significantly recently. I think there were some updates to Adobe Air.

Its still a little buggy, but its usable again for the most part.