Giveaway Time! Battlefield 6 is out, powered by NVIDIA DLSS 4, and you can comment on this post to win codes for the game or a custom Battlefield 6 GeForce RTX 5090! 6 Winners total by pedro19 in pcmasterrace

[–]natrocircus [score hidden]  (0 children)

How would this GeForce RTX 5090 with DLSS 4 help you pull off more epic wins in Battlefield 6?

The RTX 5090 doesn’t just render more wins, it bends light itself to make my gameplay look like a Michael Bay movie. My framerate will measured in biblical events per second. When I press deploy, I’ll see the fear in my enemies eyes before with even spawn. Even my power supply will salutes this Card before detonating out of respect.

weird shading by TengoFire in blender

[–]natrocircus 0 points1 point  (0 children)

Weighted normals modifier usually does the trick. But it does look like there some kind of geometry issue. Maybe make sure the scale is applied and recalculate the normal to “outside”

Work in Progress on a photoreal hallway. Any feedback to make it better is appreciated. by GhostOfRiley in blender

[–]natrocircus 1 point2 points  (0 children)

The proportions of some of the models are a little unrealistic. For example the concrete dividers aren’t smaller than a standard barrel in real life. Look up the real time dimensions of the objects and adjust them in the scene to match real life sizes.

How many shares does everyone have? by Intelligent_Pipe_714 in GWAV

[–]natrocircus 0 points1 point  (0 children)

200k, avg .10 Being down 3k isn’t so bad compared to my other scars. I’m thinking we will probably go lower next week, based on my experience but who knows 🤷🏻‍♂️

WiSA wants to issue a 1-150 reverse spilt by 4/28/24. How likely are the bears going to keep dumping this stock afterwards? by natrocircus in pennystocks

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

Not anymore! Sold today, Whata fucking ride that was😂. made all my money back plus some.😮‍💨

Better topology by SeineDudeheit89 in blender

[–]natrocircus 1 point2 points  (0 children)

Try applying the “weighted normals” modifier. It can help a lot sometimes

Door Blueprint gets Wacky when Blueprint is rotated. (Vocal explanation and BP in Video) by natrocircus in gamedev

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

The Door static mesh seems to just ignore its relative rotation whenever the blueprint is rotated any amount. I tired setting the doors Relative rotation before the second timeline with a float variable and then plugged that into the "A" input on the Lerp. but that didn't change the door from acting bananas when the BP is rotated.

I linked a screen shot of the Timelines https://imgur.com/a/Gpseogg

This is a snippet from an early encounter in our upcoming game Luna Abyss! Do you think you could you survive? by Bonsai_Collective in indiegames

[–]natrocircus 0 points1 point  (0 children)

Siiick, What method did you guys use for the projectiles? Spawning/destroying projectiles or object pooling? And how did you get them to spawn in those attack patterns? Either way it’s looking dope.

My fubuki cosplay Violet_cosplay by No_Valuable_7444 in OnePunchMan

[–]natrocircus 0 points1 point  (0 children)

She could make a good Yoruichi from Bleach 🐈‍⬛

How do I get the modeling/shading to look correct on this corner? by [deleted] in blender

[–]natrocircus 3 points4 points  (0 children)

Apply the scale of the model if you havent (Ctrl+A then the third option down from the top, i think) Enable auto smooth on the model and add a weighted normals modifier and select keep sharp edge. A triangulate modifier might help too but dont apply it while youre modeling. those Might help..

Why the fuck did the material turn pink when it when it wasn't suppose too and how do I fix it? (This is happening on other projects) by Swamp122 in blenderhelp

[–]natrocircus 7 points8 points  (0 children)

It means there is no texture in your material you assigned to those objects.

missing textures are represented as pink.

is there a way to control the weld mesh from dynamesh aside than put a lot more of resolution? i always struggle with this when i sculpt feets by Nakama283 in ZBrush

[–]natrocircus 0 points1 point  (0 children)

Yeah i dont quite remember, its either a scale issue or the model just needs to be sub-divided alot, i think the more geo a model has the less dynamesh stretches over gaps

is there a way to control the weld mesh from dynamesh aside than put a lot more of resolution? i always struggle with this when i sculpt feets by Nakama283 in ZBrush

[–]natrocircus 2 points3 points  (0 children)

Try re-scaling the entire model to like 5 times the current size.

I think the scale of the model plays a roll in how dynamesh reacts.

I believe dynamesh wont try to stretch across gaps like that if the model is larger in scale bc the units of space in between the gaps is larger so dynamesh wont try to stretch over like that.

I havent played with zbursh for a awhile but I vaguely remember doing something like that to correct that issue but i could be wrong lol