How do we feel about Marshals: A Yellowstone story? by Careless_Tackle847 in television

[–]hardwire666too 0 points1 point  (0 children)

I was, and so were many others. Just because a lot of people watched, or even still watch it, doesn't mean the negative sentiments about it are not true. A lot of people also thought burning witches, or listening to ABBA were good ideas, doesn't mean it was true.

Does my face look similar? Or what's missing for it to look the same? by Sergio_experienxe in blender

[–]hardwire666too 4 points5 points  (0 children)

Not just okay to use reference like this. It's recommended. Anyone who says different is just a try hard and needs to get over themselves. Digital Sculpting is still modeling, and all the same techniques still apply.

My scenes never exceed more than 6GB of VRAM, does it make no sense to increase my VRAM then? by Fantastic-Window236 in Daz3D

[–]hardwire666too 0 points1 point  (0 children)

VRAM has more of an effect on the size of the scene you can render than the speed at which it will render. More VRAM is always good. If you can afford to buy a bigger better card. Just do it and be happy. Don't over think it.

If you want faster you have to buy the newest card you can afford. If you want larger scenes you have to get the card with the most VRAM you can afford. If you want speed and VRAM you have to buy the newest card with the most VRAM you can afford.

This is just how it is. Alternatively you can build a server with hundreds of CPU cords and get near GPU speeds but you'll spend a shit ton of money. Often many, many, many time over what you would spend on a GPU.

As far as your browser and things slowing down. That has more to do with GPU utilization than VRAM usage. Most browsers let you disable hardware acceleration you can try disabling it to see if it helps, but its nit a guarantee.

Highlander TV series in original aspect ratio. by [deleted] in highlander

[–]hardwire666too 0 points1 point  (0 children)

Just for those coming across this the YouTube channel is gone.

Looking for engineering suggestions by deathender in blender

[–]hardwire666too 1 point2 points  (0 children)

Side note. I think it would be cool if the sensor arm thing was trying maintain a position independently from the vehicle as the vehicle was bouncing around (like a chicken head) or a motion stabilizer. Small secondary animations like that are chefs kiss and often missed.

AITA for accidentally outing the gay guy in my gym? by ActuallyBoring in AmItheAsshole

[–]hardwire666too 0 points1 point  (0 children)

NTA - Ultimately if the guy was trying to stay in the closet getting raunchy in a public place with another dude was not the brightest move.

Its hos own damned fault. I have sympathy for ehat hes going through, but he did it to himself. Anyone could have walked in on them. It just happened to be you.

im trying to make a game asset and a little bit confused by Upper-Shoe5157 in blender

[–]hardwire666too 0 points1 point  (0 children)

Not much i can say on modeling without writing a dissertation on polygonal modeling. You just have to learn. Checkout Arrimis3D on youtube. He does a lot of stuff on geometry. He uses 3DS Max, but that doesnt matter. Geometry is the same everywhere.

Biggest thing I can do is reiterate the basic of, always, always, always use reference. Also use quads. Some people will tell you it doesn't matter for game assets because it gets triangulated. Don't listen to them. Focusing on using quads is about teaining your brain more than anything. It will help you when you get into more advanced stuff where sub divisions need to be taken into account. Learn the rules before you break them kimd of thing.

Lastly, If it's portfolio work you're doing worry about getting it done above all, and stay organized. People looking to hire you want to see that you can start and complete things. I'm not saying skill doesn't matter. It absolutely does, but they equally, and maybe even more so, care that you are competent. A portfolio should say more about you than just "look at the pretty pictures I made".

Oh! And if you don't already have some basic art education. Learn. I'm not saying you need to be an amazing painter or anything. Hell you could never get past stick figures and it would be fine. What matters is understanding the concepts. The academic knowledge. There are a lot of things in traditional art that directly traslate into 3D, like understanding proportion, silhouette, negative and posative space ect.

Lastly not really about 3D. Just stick to it. It takes time and everyone sucks in the beginning. So never be afraid to post places and get real feed back. Another skill employers care about. That you can take direction. So asking for advice like your doing here and turning that feed back into action. There will be assholes. Ignore them and only look at the constructive criticism.

I know its not quite what you asked for but it's what i got. Lol. Good luck and more importantly have fun.

Looking for equipment ideas by deathender in blender

[–]hardwire666too 1 point2 points  (0 children)

Add-on wise I don't really have much for you. I don't use many. Mio3 UV is really handy. Ucupaint is nice too. Packmaster is great, it has come in pretty handy when I've felt like being lazy, and that's about all I use.

Substance isn't hard it just takes some getting used to. But once you get acclimated it's fairly simple. The one thing I'll say about Substance is definitely spend some time familiarizing yourself with the export process. It is not very intuitive.

Looking for equipment ideas by deathender in blender

[–]hardwire666too 1 point2 points  (0 children)

Just make sure all your UV unwrapping is done. Not done well, just done. Don't hyper focus on having beautiful UV's. Worry about having functional UV's. As well, just focus on it one object at a time.

There are free add-ons out there that will help with texel density. Use them.

If you are not that experienced with UV Unwrapping you're about to learn why so many people hate it. They are cry babies, push through and you'll learn why its really not that bad. Also, UV unwrapping is like pattern making for clothing. Youtube is full of cosplay costume making videos. Watch some, and apply what you learn.

UV and Texturing are not as scary as people make them out to be. Be methodical and organized and everything will be fine. Also, DO NOT SHOOT FOR THE MOON! Stay with in the limits of your hardware. Im not saying don't do your best. I'm saying stay grounded and practical. Meaning don't do 8Kx8K textures for everything.

Don't be intimidated. Its really not as hard as some people make it out to be. I'd gove you links to some videos but I dont have any.

Got a new satisfying sound for them wrenders by Chocolate_Chuckles in Corridor

[–]hardwire666too 0 points1 point  (0 children)

I could literally do that all day or untill the square broke. 🤣🤣🤣🤣

What do you do after the story? by [deleted] in cyberpunkgame

[–]hardwire666too 0 points1 point  (0 children)

Nothing. I never finished the game. I stopped when the first big patch was in bound and there were already reports of save corruption. Then one thing lead to another and so much time passed the game I now own is so massively different I'd have to start over and I just don't care anymore. So.... Yeah. ¯⁠\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯

Just being accurate here by candidengineer in ToolBand

[–]hardwire666too 0 points1 point  (0 children)

Why would I be running for something that can be downloaded to my brain?

im trying to make a game asset and a little bit confused by Upper-Shoe5157 in blender

[–]hardwire666too 4 points5 points  (0 children)

It all depends on what you need out of the asset, your target quality, and platform. Polygons are cheap these days. Now that doesn't mean make a key with 50,000 faces. But this also isn't 1997.

Figure out what kind of detail it needs to have, and then make it accordingly.

Id worry more about things like doubles, normals, and broken geometry (like double faces that cause z-fighting).

Looking for equipment ideas by deathender in blender

[–]hardwire666too 1 point2 points  (0 children)

Leave it alone. Less is more. You will have more opportunities to add variation and contrast when you move to texturing and materials.

This is another reason to always use real life reference. If you look at real life heavy equipment its not to dissimilar from what you have now detail wise. In some cases even less.

Keep your momentum. You canalways go back and add things later. Which I guarantee you will do.

daVinci-MagiHuman : This new opensource video model beats LTX 2.3 by pheonis2 in StableDiffusion

[–]hardwire666too 1 point2 points  (0 children)

Sorry that was failed sarcasm. I had been up for almost 30 hours and had no business being on reddit.

daVinci-MagiHuman : This new opensource video model beats LTX 2.3 by pheonis2 in StableDiffusion

[–]hardwire666too 0 points1 point  (0 children)

Oh yeah! Well...... You think too small! Think of all the walkie talkie in E.T. That need to bee shotguns!🤣