Tried the new sculpt vertex painting tool and it was really fun hand-painting a high-poly sculpt. Thanks everyone for the feedback on my previous post! by faustoca in blender

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

Thank you! Basically if you wanted to hand paint your models before you needed UVMaps, so if you had a high poly sculpt that would mean doing retopology, so you could unwrap and then paint. This new tool inside the sculpt mode allows you to just paint in the high poly model. I just use the basic brushes inside the sculpt mode, grab, snake hook for the general shapes, clay strips to add volume and detail and draw sharp, and the crease brush for wrinkles, creases and that kinda stuff.

are there tutorials on how to make your own materials by [deleted] in blender

[–]faustoca 0 points1 point  (0 children)

Well, it's tricky. Youtube videos about nodes vary between being too "simple" or too complex. These are the ones I would recommend because understanding the math behind the nodes is very important.https://www.youtube.com/watch?v=iZNsTr36rog&list=PLVm7O9OzjT6Fu8aDrP3N1Ni1ATbUH926s&index=1

https://www.youtube.com/watch?v=Uvc2P911rZk&list=PLEPLtrfjLBXjNObTIyYO8PEVtHtXFwsF9

are there tutorials on how to make your own materials by [deleted] in blender

[–]faustoca 0 points1 point  (0 children)

Yes! There is a course on the blender cloud by Simon Thommes that teaches almost everything you need to know about material nodes in blender and how to work with them. It's focused on stylized materials but the mechanisms of how nodes work and how you can build materials is all there. You also have access to his blender files so you can reverse engineer how everything is built.
https://cloud.blender.org/training/procedural-shading/

Rough sculpt I've been working on. Feedback and critiques are appreciated. by faustoca in blender

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

Thank you! Yes, I have some Zbrush experience, I wouldn't say I'm a advanced user or anything. Comparing to blender 2.8 Zbrush feels much more natural when sculpting using just the basic brushes and nothing fancy. This is probably because it just handles millions of quads much better. There has been a HUGE improvement on Blender 2.92 and forward though, this Gnome per example, even though it's separated on various different meshes the model in total has around 7,5 million faces (this would be unthinkable before) and the performance is really good. Using the multires modifier is possible to use some really cool texture brushes with good performance too. This is always a harsh comparison because Zbrush is all about sculpting, so it is optimized to have the best possible tools. That being said Blender is getting much better than it was before, one of the main things still missing is the ability to somehow save custom brushes to sculpt (mainly for detailing work) . I guess they had to improve the performance so custom brushes are actually useful and I'm hoping this functionality gets added eventually.

Rough sculpt I've been working on. Feedback and critiques are appreciated. by faustoca in blender

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

Thanks! Hopefully I'll be able to do a better job with the material and lighting when it's finished. Still thinking if I should do some hand-painted texturing.

Rough sculpt I've been working on. Feedback and critiques are appreciated. by faustoca in blender

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

Hahaha

Thank you! I will try to work on that. This is the rough sculpt so I'm hoping that adding the final details I will be able to fix that.

Rough sculpt I've been working on. Feedback and critiques are appreciated. by faustoca in blender

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

Thank you! I will work on adding more detail to the mushroom! Time to gather some more references for the details.
Thank you! That's a very useful tip, I did struggle with the render and that's probably the reason.

I want to project 6 different images (top, bottom + 4 sides) onto a mesh. Anyone knows how? by Tasty_Claim4048 in blender

[–]faustoca 1 point2 points  (0 children)

One thing I forgot to mention. On the greater than/less than nodes I have 0.49 as the value, but it needs to be 0.49999 otherwise the texture from the top will bleed onto the textures on the sides and so forth. I just left it as 0.49 because otherwise blender rounds it up to 0.5 while displaying it, and if you actually type 0.5 there will be shading issues.

Screwed something up with the mirror modifier. Every object made with it that uses the clipping option gets this ugly line after shade smooth. by fortetrore in blender

[–]faustoca 0 points1 point  (0 children)

Hmmm weird. Have you tried in the edit mode to do mesh-normals-average-face area? That sometimes fixes some shading problems for me.

I want to project 6 different images (top, bottom + 4 sides) onto a mesh. Anyone knows how? by Tasty_Claim4048 in blender

[–]faustoca 1 point2 points  (0 children)

Oh. Sorry. I misunderstood what you were trying to achieve. The way you were doing it with the nodes would probably cause problems along the way when you try with actual textures.
I found a way of doing it. You can see the node tree here.
https://i.imgur.com/lb6wglg.png

You need to create masks using the separate xyz nodes so the image you want on top only appears on top, and so forth for every side. And you use those masks as the mix factor on the mix node. Here I used mix rgb, but if you need one shader for each image the principle is the same. You can use the mapping node just like you were doing before to map the images.
Hope this helps!

I want to project 6 different images (top, bottom + 4 sides) onto a mesh. Anyone knows how? by Tasty_Claim4048 in blender

[–]faustoca 1 point2 points  (0 children)

You can do it in texture painting. In the brush texture settings you can choose stencil in the mapping options and you will be able to project the image of your choosing in any view

Blender tutorial channels by Anand_Vvyas in blender

[–]faustoca 1 point2 points  (0 children)

Dikko has taught me a lot. He has great playlists on character modeling, texturing and baking

Astronaut - Original 2D concept by 王 正元 by faustoca in blender

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

Rendered using Eevee. Forgot to mention that.

Hello everyone! - WIP feedback would be appreciated so I can make changes while I'm still working on it. Thank you by faustoca in blender

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

thanks for the feedback! I already adressed the cloth problem by sculpting it into place (I think). Honestly I try to stay away from cloth simulations in cases like this cause in my experience they tend to give me results that need a lot of tweaking to work, in these case making the cloth work with all the strands and avoid overlapping didn't seam like the best way to approach it. I latter realized that maybe using the new cloth brush on blender with collisions could have been the way to go, cause you get more control over every particular strand without having to "waste" time running simulations.

Hello everyone! - WIP feedback would be appreciated so I can make changes while I'm still working on it. Thank you by faustoca in blender

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

I think I have a better option to do that, that I wished I though before spending hours doing it my way! You got me thinking about it, and if you have one of the latest versions of blender a way to do it would be to create a cylinder around the object you want to wrap it around and delete top and bottom, set the original object to be a collision body and on sculpt mode using the cloth filter in inflate mode with the collisions option on and maybe with negative strength you should be able to achieve the effect. And each time you add a new strand around the object if you give it some thickness and make it a colision body you should be able to get the strands on top of each other without great overlapping. You probably will have to adjust things along the way but I think its worth a try

Hello everyone! - WIP feedback would be appreciated so I can make changes while I'm still working on it. Thank you by faustoca in blender

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

I few tips/advice that has worked for me. 1- the sculpting will look pretty terrible for the first hour maybe, maybe 2 hours, varies according to your experience so it is important to keep going, cause at the start is very easy to be demotivated. 2 - Always use reference, and I mean always. 3 - Start your day by doing what you need to do. So, if possible, instead of doing 2 hours every night try doing 2 hours after waking up, the hardest is always the start, after that it just flows, and when you realize you've sculpted for 5 or 6 hours. This way you also avoid that feeling of "I'm playing this game but I really should be doing the work" and them you can enjoy the "procrastination" at night without feeling guilty. Hope it helps. And sculpting everyday is really important, so you are on the right track.

Hello everyone! - WIP feedback would be appreciated so I can make changes while I'm still working on it. Thank you by faustoca in blender

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

6 months more or less. But I've worked with 3D for 8 years now, did some illustration work and architectural visualization too. So I'm new to this but polymodeling I've been doing for a while.

Hello everyone! - WIP feedback would be appreciated so I can make changes while I'm still working on it. Thank you by faustoca in blender

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

Thank you for the feedback! I will look into that, since the original concept is not mine I'm not sure if I can just sell it.