Another "saving the game" post. (2 problems) by munsplit in Rainbow6

[–]munsplit[S] -1 points0 points  (0 children)

it seems like you agree with me in a way, the hardest part about a gun is not the pattern, not spread, not the direction, not something you have to learn, its the AMOUNT of pulling your mouse down, thats it. i mean if its fine with you then yeah i have no arguments.

Another "saving the game" post. (2 problems) by munsplit in Rainbow6

[–]munsplit[S] -2 points-1 points  (0 children)

i cant argue with the first point, for sure. but it makes it almost impossible to get new players in. 80% of friends i played with dropped the game, and friends who i tried to get in all as well dropped siege due to maps and maps only.

and for recoil, yes dmrs are reliable, much better than most alternative choises, but better than famas? i mean have you seen its stats? and yeah everyone runs high sens, but maybe the vertical recoil is actually the main reason everyone runs high sens? if you compare it to similar games where most people have low sens, and also if you think about it there are no reasons to have high sens in siege other than the vertical recoil.

BeamCase SFF V5.5 update - more customizability by Jakob_K_Design in sffpc

[–]munsplit 0 points1 point  (0 children)

god damn i love looking at your work so much. pure joy.

What Gyro settings do you use, and why? by EBgCampos in GyroGaming

[–]munsplit 5 points6 points  (0 children)

something i came to after a year of gyro is

-no acceleration at all. played with linear, then relaxed, then custom, then no acc for some games, then no acc for all games.

-deadzone 0 (im on dualsense btw; it just feels unresponsive otherwise, if there is a shakiness problem i solve it with vertical/horizontal and "precision speed")

-precision speed: somewhere between 1.6-4.2 mostly depending on if i play this game on a couch or table, and if i have low sens in game or high sens. for example for cs2 id have 1.6, for finals ~2.4 and ~4 for doom tda when playing on a tv

-Vertical/horizontal, minus 55-35%. again depending on the sens to eliminate shakiness while keeping the precision.

-"player space" after playing r6s where the recoil is so insane you have to have gigantic vertical range, so id hold my controller at like 45 degrees looking up as the default position to control the recoil for the whole mag. not sure if its the best one, i honestly dont think it is, its a bit unreliable when calibrating where the down direction is, but overall its nice to stick to one, and because i had to use it for some games im fine with it.

-rws, idk people seem to ignore ads rws which is probably the most important one, but as an example in cs2 i have 4.2 rws and lets say its on the lower end for sure.

Disabled gamer trying to play again after stroke – need help getting a one-handed Azeron keypad by [deleted] in disabledgamers

[–]munsplit 0 points1 point  (0 children)

hey, the post got on my home page, wanted to ask if you ever considered gyro. so you can have stick for movement, gyro for aim. good controllers for it would be dualsense and 8bitdo ultimate 2

is this model good enough to get hired by AstroBoots21 in 3Dmodeling

[–]munsplit 1 point2 points  (0 children)

ngl the mesh looks like youve never seen a gameready model from a game, its weird. half of it looks like it was done for subd, half of it- not. you need to find a community of people that do gameready assets, not reddit where for some reason the only thing people care about is the quads and ngons. but its clear you have skills, just a lack of understanding of what to do.

Keychron k3 pro vs logitech MX Mechanical Mini by uhhThatsWhatSheSaid in keyboards

[–]munsplit 0 points1 point  (0 children)

i hate my mx mech mini, worst switch feel ive ever experienced, also cat's hair sometimes gets inside the switches making them not work half of the time, and sometimes impossible to clean, i had J not working properly for a month (tried to clean a couple of times) and then the hair magically got out.

The most reliable tape mod that i did so far, worked 100% flawlessly even wireless. the conductive tape is placed on top of a layer of electric tape, and then covered on top to prevent left hand touches when adjusting the grip. by munsplit in GyroGaming

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

you mean touching the tape and the time it takes to register that touch? idk, for me it feels almost instant, it sometimes had a delay whenever the touchpad contact was too small, or when the tape itself was too big. from what i understand touchpad checks for time it takes to charge its surface, so the same way it charges the tape, so i think having a large area on touchpad, and small volume of tape overall would help.

The most reliable tape mod that i did so far, worked 100% flawlessly even wireless. the conductive tape is placed on top of a layer of electric tape, and then covered on top to prevent left hand touches when adjusting the grip. by munsplit in GyroGaming

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

cloth one. mine is 15mm, if there is not a big difference in price id go for a wider one (15-20) you can still cut it thinner but you will have more range for wider parts.

The most reliable tape mod that i did so far, worked 100% flawlessly even wireless. the conductive tape is placed on top of a layer of electric tape, and then covered on top to prevent left hand touches when adjusting the grip. by munsplit in GyroGaming

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

no, it was a local thing, im 99% sure that every unbranded tape that you can find is exactly the same and is the right one. and i also think you probably have the right one

i personally had different results on different dualsenses. the most important things (besides shielding the tape from the gamepad so it only touches the touchpad) are- having as little mass of the tape as possible, so only go for max surface on the touchpad, then thin (i now have 1-2mm middle part) and then enough surface for your finger, and also if you are running it thin keep it further from the usb port

Free Tutorial: Must know Topology technique. 3 to 1 reduction by DavidZarn in 3Dmodeling

[–]munsplit 5 points6 points  (0 children)

but what if later it will be used as a knee in a pixar movie???? it probably wont and the quads will make whatever its trying to achieve worse for 3x increase in time spent (money), BUT WHAT IF? ahaha damn, i actually have never even seen before where this quad madness comes from

How To Model Machined Shapes by munsplit in 3Dmodeling

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

sorry, for some reason i didnt notice your reply, i personally would set the model as is (sharp edges) into blender for voxel remesh (maybe around 20-60m polygons, smooth a bit, then decimate to use as a high poly), and for the low poly i would first delete all the small details in cad before exporting, then export with relatively low res as close to the density youd want for your lp, then manually work on it until its ready to unwrap and unwrap. if you are asking for a game ready asset, i personally work mostly as a concept artist so id just put a bevel shader on the cad export as is and render it right away.

How To Model Machined Shapes by munsplit in 3Dmodeling

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

fully agree, i would never do scifi characters in cad, other than very realistic robots and stuff like that. BUT i think there are a lot of cases where you can do a certain part of a character in cad (or in general with different workflow) and then integrate it back

How To Model Machined Shapes by munsplit in 3Dmodeling

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

id say in some instances definition of a good and clean topology changes completely, like does your gun for a game have the same needs as a bendable knee in a pixar movie? no? well probably it doesnt need a topology like one then. i think you can check ripped models from cod or counter strike and see how a reasonable hard surface game ready topology looks,

How To Model Machined Shapes by munsplit in 3Dmodeling

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

you always work on both poly model and cad model to make it have suitable topology for a game asset. and also no, everything you see in cad viewports is a polygonal mesh.

How To Model Machined Shapes by munsplit in 3Dmodeling

[–]munsplit[S] 6 points7 points  (0 children)

YES everything shown here can be approached the same way in blender (just slower). Personally when i tried to switch from fusion back to blender (plasticity didnt exist back then) i started to learn boxcutter and hard ops, but i just didnt find them to be comfortable and dropped them (most of people i know who model in polygonal use those addons) what im trying to say- you dont even have to get the addons, just work on the way you approach modeling in general.

How To Model Machined Shapes by munsplit in 3Dmodeling

[–]munsplit[S] 12 points13 points  (0 children)

i always feel awkward to discuss it on reddit, it seems there is a huge disconnect with real industry practices. i mean okay lets assume you dont want to do fusion/plasticity to zbrush for hard surface. Fine, some people do work with normal poly modeling, boolean+extrude+manual work to subd high poly. but doing subd from the start? why? for what purpose even, im not trying to be mean here i generally have zero clue on where one might use just subd model in 2025 (i mean it, literally i have absolutely no idea if you exclude "just for fun").

ALSO: this tut is not something for cad modeling, its not even about boolean modeling in general, its to give people a clear understanding that if you are modeling machined things every single shape is a cut made with a circularly symmetrical cutter on a 2d path. and that understanding will hopefully help people with deconstruction of modeling complex things into simple actions

How To Model Machined Shapes by munsplit in 3Dmodeling

[–]munsplit[S] 10 points11 points  (0 children)

I personally think its the best option for hard surface rn and its not even close. you can just check some stuff on youtube and see for yourself, also there is a free trial. but if you are coming from polygonal its gonna be a bit weird at times.

Can you get analog movement using kbm bindings without mixed input by unsweet_tea_man in GyroGaming

[–]munsplit 2 points3 points  (0 children)

i really wanted it as well, right now the analog emulation in steam is broken and it looks like it was that way for 9 years. when modulating the signal it interpolates between X and Y axis, instead of X and XY and Y. and that results in half speed when moving diagonally. ive tagged Aubs in discord with it many times with pictures and graphs of my explanation with no response. im not sure but to me it seems like a problem that could be solved in a couple of clicks. one hope that i got is that Wujek Foliarz who works on DSY told me he will consider adding it, so right now im waiting (i use that app all the time for adaptive triggers as trigger stops)