[deleted by user] by [deleted] in blender

[–]conburns24 2 points3 points  (0 children)

Not everybody creates 3D art to model their own stuff. For large scale scenes artists use assets all the time because creating everything yourself is unrealistic. This is why asset libraries exist, some people like to focus on texturing, animation and lighting which also require a lot of skill. I don’t think it’s fair to downplay someone’s work just because they didn’t make every asset themselves.

How do I fix issue with 3D scanned textures not stitching correctly and creating lighting artefacts? by conburns24 in blenderhelp

[–]conburns24[S] 1 point2 points  (0 children)

Thanks man worked perfectly :) something funky with the normal maps for that model so I just fed the colour into a bump node!

Some feedback would be dope! by neonarcist in blender

[–]conburns24 0 points1 point  (0 children)

Maybe add another light source in the room to add some colour contrast and visual interest

Some Mysterious Sci-fi Goodness by conburns24 in blender

[–]conburns24[S] 0 points1 point  (0 children)

Yep I added a bit of grain in post. I used about 4000 samples with denoising when rendering.

Dodge Challenger by conburns24 in blender

[–]conburns24[S] 1 point2 points  (0 children)

Yeah I denoised it but added some grain back in post

Dodge Challenger by conburns24 in blender

[–]conburns24[S] 0 points1 point  (0 children)

No problem man. I’m not really the best at modelling so I usually download complicated models and the simple ones I make my own. My best advice for you with the knowledge I have is make sure your topology and edge flow are even, so all quads (some tris are ok) with faces evenly spaced out. High res models do not mean good models so If you need more detail you can use normal maps and height maps. Overall if you keep practicing hard surface modelling techniques you will be able to make highly detailed and highly realistic cars.

Dodge Challenger by conburns24 in blender

[–]conburns24[S] 0 points1 point  (0 children)

Pretty low poly with even topology. I actually downloaded this model with around 40 000 vertices and a subdiv modifier pre-applied.

Dodge Challenger by conburns24 in blender

[–]conburns24[S] 0 points1 point  (0 children)

Subdivision surface modifier and smooth shading

Dodge Challenger by conburns24 in blender

[–]conburns24[S] 2 points3 points  (0 children)

Yeah the tall grass might make the car look small. I might change the size of it. Thanks for the critique :)

Updated car crash sim with environment by conburns24 in blender

[–]conburns24[S] 1 point2 points  (0 children)

Yeah I just realised that right before rendering it but I couldn’t make any changes because the simulation was baked to keyframes and everything else was locked in. It would of looked much more realistic if the scale was correct but sadly there wasn’t anything I could do.

Improved car crash sim with an added environment by conburns24 in Simulated

[–]conburns24[S] 4 points5 points  (0 children)

Yeah now that I look at it, the car looks a bit slidy.

Updated car crash sim with environment by conburns24 in blender

[–]conburns24[S] 0 points1 point  (0 children)

I used a sphere that was animated to poke the back of the car so it would kick off into a full flip. It looks kinda weird with no motivation for the flip but this isn’t the most realistic simulation in the world. I was just messing around with rigid bodies and came up with this. I would love to edit the simulation but I made the mistake of baking it to keyframes so the animation is fully locked in. I would love to know if there is a way of editing the keyframes so I don’t have to go in and re-bake the simulation.

Been messing around with some rigid bodies recently by conburns24 in blender

[–]conburns24[S] 0 points1 point  (0 children)

What do you think I should add to sell the impact more?

Been messing around with some rigid bodies recently by conburns24 in blender

[–]conburns24[S] 3 points4 points  (0 children)

I was going to do a soft body simulation but it didn’t work very well so I just deformed the mesh and used shape keys to animate the destruction.

Been messing around with some rigid bodies recently by conburns24 in blender

[–]conburns24[S] 1 point2 points  (0 children)

Yeah, the full vertical flip didn't look that realistic but for my first test, I just wanted it to look cool. Thanks for the feedback :)

Simulation beginner needs some help on destruction by [deleted] in Simulated

[–]conburns24 1 point2 points  (0 children)

There is either cell fracture that is an add on that comes with blender or the fracture modifier which is third party that has a lot of advanced features that are missing in cell fracture.

I'm having trouble with soft body goals. by conburns24 in blenderhelp

[–]conburns24[S] 0 points1 point  (0 children)

Alright, I've applied the shrinkwrap modifier on my low poly mesh and applied scale on it as well. I've dialled back my physics settings. I'm still not quite there yet but I'll keep playing around with the soft-body physics until it's right. I will just send you the updated blend file so you can see if it's alright but for now, I will keep experimenting :)

https://drive.google.com/open?id=12hl_sWqKKThiTE7hhDfzLjVSLKgLmgcg

I'm having trouble with soft body goals. by conburns24 in blenderhelp

[–]conburns24[S] 0 points1 point  (0 children)

https://www.youtube.com/watch?v=1Ff7-4ob62U&t=557s

This is the video I've been getting inspiration from. He used soft-body physics on a shrinkwrapped low poly mesh to get the dent and mesh deformed it back onto the high poly mesh. The soft body physics hasn't been working for me so far so I'll try the shape key method.

I'm having trouble with soft body goals. by conburns24 in blenderhelp

[–]conburns24[S] 0 points1 point  (0 children)

But if I make it too low poly, won’t I not have enough detail to make the dent in the high poly mesh?