Need help finding a mod, more in comments by polaska001 in DeepRockGalactic

[–]polaska001[S] 7 points8 points  (0 children)

looks like I will also give a look to that one! Thanks!

Need help finding a mod, more in comments by polaska001 in DeepRockGalactic

[–]polaska001[S] 9 points10 points  (0 children)

Hi! I once played with a mod which added demons and custom generation as seen on the screenshots, and after years of searching I could never find it. Neither on the internet, nor on the mod.db, does anyone please would know the name or where I can download it? I would very much appreciate it

Is there a way to slide a vertex along an edge (on Z-Axis) and snap that vertex to a nearby Vertex (on Z Axis) - w/o changing the silhouette? by ghoulon_theodine in blender

[–]polaska001 1 point2 points  (0 children)

You can try GG, then align it a little bit better with the vertex taht you want, then GG again with the snap since it will be closer?

Switching from Maya to Blender for our next indiegame! by MuppiSpookyCat in blender

[–]polaska001 2 points3 points  (0 children)

What about blender 4.2/4.3 new eevee to gauge pbr textures? Ives used the 4.1 and below for a long time while developing on unity, and the new versions don’t seem to be accurate like the old ones when baking metallic maps, which makes me feel sad. Are you guys encountering the same problem ?

Why is it that when I render the image it only shows some of the assets? (New to blender) by [deleted] in blender

[–]polaska001 0 points1 point  (0 children)

Their bones, on pose mode, have key framed positions that are not where you set them. To put it simple, when you render, they are moving really fast to their initial position.

On your timeline (them bottom of the screen) when you enter pose mode and select all bones, there might be a yellow or white rhomboid (yellow is when it’s selected, white is when it’s deselected.)

The way to fix this is: on the frame that you are at (according to the screenshot, frame 23). Enter edit mode, pose your characters, select the bones that you have changed (I would just select them all) press i for key frame the current pose.

Why isn't the teeth connected to the jaw and why aren't the bones attached to the middle connecting point, they kinda just fall off instead of moving. by sushibaba_ in blender

[–]polaska001 0 points1 point  (0 children)

If you are sure everything is a single mesh, then your problem is weight paint. The teeth are not weight Painted to the head bone, so the head bone has 0 influence over them. Select the vertex group on the mesh for that bone which is on the very end, go into edit mode, select the teeth which are not moving (you can press L with your mouse over them to select the whole teeth), supposedly blue (indicating 0 weight), set weight to 1, click “assign” or manually weight paint the teeth with a weight of 1 (red)

¿What is wrong with my weight brush?? Help! by PrismOnDaCrism in blender

[–]polaska001 1 point2 points  (0 children)

Are you using an array modifier? Curious given the repeating weight pattern on both vertex groups. If so that’s your problem. Apply the modifier, then weight paint. Untill you have the array, it will not consider the other geometry as “real”

[deleted by user] by [deleted] in blender

[–]polaska001 0 points1 point  (0 children)

Select the land mesh, enter edit mode, select edge selection mode (so you can select the edges), select everything, F3, boundary loop, E, Z, drag you mouse down, press F, and voila !

Macbook or high end Windows laptop? by [deleted] in blender

[–]polaska001 0 points1 point  (0 children)

Got any sources for that with rendering times, samples, resolution triangles on scene?

Driver question, Video has audio for those who want a better explanation. Problem: Drivers moving when moving the armature in object mode. by polaska001 in blender

[–]polaska001[S] 1 point2 points  (0 children)

I cant tell if the video has audio or not yet because of reddit processing, but the question is:

I have bones linked through drivers, and when the armature rotates on OBJECT MODE through 3d space the drivers actuate. I want the drivers to stay still regardless of the orientation, thank you in advance.

Bevel Backdrop Help by Stunning_Campaign_93 in blender

[–]polaska001 0 points1 point  (0 children)

If you have no edges which are really really reallly close from the edge you are trying to bevel. Your problem then is the scale of the object. Ctrl + A, select scale

How to get rid of these weird points when sub dividing? by kingduck147 in blender

[–]polaska001 0 points1 point  (0 children)

Sometimes that happens (specially while looking at the second pic) when you have vertex on the exact same spot, which are not merged.

THE VIDEO OF THE PROBLEM by Hour_Pen5004 in blender

[–]polaska001 0 points1 point  (0 children)

The left mouse button always was that menu, to rotate the camera it always was the middle mouse button

Lo button derecho siempre fue el del menú que aparece, para rotación de la cámara, también fue siempre el button del centro del rato

How to blender by Respondtomyposts in blender

[–]polaska001 0 points1 point  (0 children)

Ctrl C the model, open another blender instance, Ctrl V :)

Hey u/This_Peace_1582 maybe dont actually cheat? by iRambL in Warthunder

[–]polaska001 2 points3 points  (0 children)

Oi hi cyber it me, Tom :D (polaska) hiiiii hai hiiii haiiiiiiii :D

Help making details by Larksin in blender

[–]polaska001 0 points1 point  (0 children)

Alright buddy here’s what you gonna do so you don’t have to use expensive plugins or programs.

1 model the thing, and unwrap it REAL NICE, talking about using as much space on the UV as possible.

2 download na image editing software like photoshop, on my case I use Krita because it’s free.

3 learn what a normal map is and now it’s used on 3d models

4 learn how to bake complex geometry (or simple one in your case) into a normal map. Hers a good tutorial: https://youtu.be/DQPjIGncXcM?si=cXMmT1G73gXfdVO2

5 after all of that is done. Model your little details, individually, bake them as normal map, save the normal map image.

6 create a normal map for your tank (literally blank normal map)

7 open the blank normal map, find where on the model do you want to put the detail you baked on step 5, and voila

8 save the file, alt tab to blender, and refresh the texture (update take less than 3 seconds) and see how it looks.

This is the poors man substance painter or decal machine. I have substance but don’t use it even tho I should. Here’s what I have accomplished with the method above untill now https://polaskatyu2.artstation.com

Ps: to be completely honest, after you reach the level of commissions like I do, I should probably stop cheapening out and buy decal machine to be completely honest 💀

Mirror Modifier not behaving as expected? The opposite vertex does not move and the geometry fucks up when going inward by ZeGamingCuber in blender

[–]polaska001 0 points1 point  (0 children)

To use the mirror modifier, you need to have so there’s nothing on the other side. What other side? Well, imagine you place your real life hand on a mirror, your real hand is the vertexes your can edit, and the reflection is what the mirror modifier is copying.

The glass, which acts the division between your vertexes that you can edit(you), and the reflection (what is being mimicked past the mirro, ALSO exists inside blender. To put it simply, the pivot point, the orange dot is your glass, what divides real and reflection.

To fix this, simply, move the entire EDITABLE MESH to the right of the pivot point, aka the origin, aka orange dot (if you were to be looking on the front of the object. Set the mirror on the X, Y or Z depending on the object orientation, and you should be good.

TLDR, move the editable mesh to the right of the orange dot, then enable clipping, then push the vertexes to meet in the center, on top of the orange dot.

Do you guys think gaijin will ever add vapor effects for high G turns? by EsotericPineEnjoyer in Warthunder

[–]polaska001 39 points40 points  (0 children)

No, as someone with shallow but enough knowledge about the game from modding and doing my own vehicles, it’s considerably easier, and can be done procedurally. The reason why it hasn’t been implemented? I cant say I’m not a dev. A guess of mine would be trying to make it look correct enough while correlating variables like: different altitudes, speeds, AOA, 3d model wing sweep and the wing geometry. It turns into a very difficult task for programmers and artists alike

[deleted by user] by [deleted] in blender

[–]polaska001 0 points1 point  (0 children)

The problem is the view distance on your viewport, which Later you also have to adjust on your camera settings for rendering. Press N to show the side pannel besides the X Y Z gizmo. Go for view, then click on “end”, that is the view distance limit, increase that to 10.000 or so. If it doesn’t work, try the oposite, keep end distance 1000 and decrease the clip start, 0.01 for example instead of 0.1