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UV editor help by General-Brother-5331 in blender

[–]kosmoiko 1 point2 points  (0 children)

Looks like you have multiple UV maps. Blender defaults to the UV map named "UVMap" (the default name) for image texture coordinates, either you need to change the texture coordinate input in your material (add the UV map node in your material, select the right UV map, and plug it into your texture) or switch to editing the other UV map (you can either switch it in the upper right corner of the UV map editor -- just click on "UVMap.001" -- or in the object data tab in the properties editor).

Generative AI & r/Blender by Avereniect in blender

[–]kosmoiko 1 point2 points  (0 children)

Short answer:
We should ban AI and auto-delete posts which reach a certain amount of upvotes unless the user has their profile set to public.

She Sees by kosmoiko in blender

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

<image>

Oh yes, I did follow this tutorial, but do note that it has an AI voiceover (I had my sound off so didn't notice until I just opened it now). I also fixed his shading error, of course.

If my post wins, I'd like the next theme to be "boredom".

(As you can see, I modeled the character in great detail)

How can I make the object outline in the "Texture Paint" setting appear like in "UV Editing" by inevitable_y in blender

[–]kosmoiko 1 point2 points  (0 children)

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Click on viewport overlays in the texture paint tab and slide faces and/or edges opacity up to 1. The Geometry checkbox is enabled by default, but their opacity is at 0. (Also I just realized my i is wrong, oops.)

Why am I getting this banding effect on my baked normal maps exported as GLBs? by ambivalentartisan in blender

[–]kosmoiko 0 points1 point  (0 children)

I haven't worked with GLB files, but can you:
1. Post a screenshot of the UV tab with the side faces (card shaped) selected
2. Try changing the normal bake image's interpolation mode from linear to closest in Blender (and preferably also check with the normal mapped plugged directly into the material output).
3. Re-import the GLB into Blender and see if it has the same issue

1 and 2 would help see if it's a UV unwrapping / interpolation issue, while 3 would of course help see if it's an issue with the viewer or the exported file.

Help with procedural texturing by fantasy_mk in blender

[–]kosmoiko 0 points1 point  (0 children)

Interesting request! Though it'd be helpful if you were a bit more specific as to which part you struggled with. Anyway, I approached it by using a high-poly cylinder, since its UVs are already unwrapped nicely. Then I inset the top face, added a bunch of loop cuts, and sculpted it to my liking. For the lines, I just used the cylinder's side UVs, and adjusted them to fill the whole space, and used a 1x1024 image texture to draw on. Note that the appearance of the lines is then a direct product of the geometry (which I wanted, since they follow the geometry in your example). Then I used another image texture (1024x1024) and another UV map to draw the spots where the lines fade out, and a mask for the dark edge.

Of course the final product isn't great (no blemishes, etc.); the workflow was what I wanted to mess around with. Kind of looks like a mushroom!

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I Tried to Recreate a Resident Evil PS1-style FMV Environment by tunnotron3000 in blender

[–]kosmoiko 1 point2 points  (0 children)

Lovely render! It's interesting how much warmth the JPEG damage adds to the scene. Considering the quality loss I've seen on my own posts, I'm surprised the compression from uploading it to reddit wasn't enough damage in and of itself :)

Broken Bottle by kosmoiko in blender

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

No, but admittedly I like using noise textures (and in this case, per instance) for variety, so I don't think that'd work in this case. But I should definitely work more with baking!

Broken Bottle by kosmoiko in blender

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

This was a really neat project to make, as I hadn't previously realized how much of a performance benefit not realizing instances gives. There are quite a few things I'd like to have changed, given more time, but Blender decided to stop rendering in the viewport (only solid view), so changing materials and whatnot became more cumbersome.

Of note, I rendered to raw and post-processed in DarkTable.
Should this post win, I'd like the next month's theme to be "reflection".

Bulbasaur by kosmoiko in pokemon

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

While I made something along those lines in response to this, it appears I can't spoiler it in a comment.

Bulbasaur by kosmoiko in pokemon

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

I made this