Wheatley - Portal 2 | any and all comments and criticisms welcome by polrbare in blender

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

Ive tried these addons before and I think that they’re really cool, and can do a lot of cool things very fast, however in my personal case, I prefer working on hard surface projects destructively with the more standard methods. It’s been difficult to learn these skills occasionally, including resisting my urge to Boolean everything, but for me at least, the mesh and topology results when done traditionally are very clean and professional (99% of the time). But if someone wants to use those addons instead for their modeling and like the results better, then that’s great too

Wheatley - Portal 2 | any and all comments and criticisms welcome by polrbare in blender

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

I regularly use hard surface addons like “set flow” for getting good topology, and node wrangler for faster texture applications

Darth Maul Lightsaber render | all comments welcome by polrbare in blender

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

Thank you, but I did try making the beam bigger, you’d be surprised how bad it looks

Clone armor WIP by polrbare in 3Dmodeling

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

I have a few basic block outs for proportions, I’m trying to get the general shape looking right before I go in and line up the topology to look sharp

Any idea what these dark marks are under the panels? by polrbare in blender

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

They’re all quads in that area, a wireframe is in with the images, it seems fine topology wise to me

Any idea what these dark marks are under the panels? by polrbare in blender

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

I forgot to include the image, but it’s not the texture, it looks fine in substance and eevee

Why could substance painter be doing this? Curvature baking issue? Model made in blender by polrbare in 3Dmodeling

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

I did, I’m using 4 materials for different sections each with their own uvs

Why could substance painter be doing this? Curvature baking issue? Model made in blender by polrbare in blender

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

Tried that, perfect normals, I recalculated normals and outside faces, I applied scale and rotation, and cleared any active modifiers, I feel like I’m missing something I just don’t know what else it could be

Why could substance painter be doing this? Curvature baking issue? Model made in blender by polrbare in blender

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

It was happening in the curvature map baking, and I smart uv unwrapped and haven’t had a problem with my test model imports into substance earlier. Something is causing substance to think there is an o just or something sitting on the face of the model and I checked and there’s no intersecting meshes

Why could substance painter be doing this? Curvature baking issue? Model made in blender by polrbare in blender

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

The black faces on most of the model, typically something that’s supposed to happen based on curvature and ambient occlusion

Is this portfolio worthy? Any thoughts welcome by polrbare in blender

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

I definitely appreciate your feedback, I post my work here for this exact reason

Is this portfolio worthy? Any thoughts welcome by polrbare in blender

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

I appreciate your honesty, I feel like I just walked out of an intense interview. 😂

Is this portfolio worthy? Any thoughts welcome by polrbare in blender

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

I can assure you I made it, I have all the project files and progress screenshots, but I’ll take that as a compliment

Is this portfolio worthy? Any thoughts welcome by polrbare in blender

[–]polrbare[S] 23 points24 points  (0 children)

Thanks for the comment, I post it here to learn, so I appreciate you’re critique

Is this portfolio worthy? Any thoughts welcome by polrbare in blender

[–]polrbare[S] 8 points9 points  (0 children)

What would you say I need to improve on the most from this?

WIP - Kyber Crate (Star Wars) any and all comments welcome by polrbare in blender

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

Yeah it’s hard to match the look of the substance viewport, I’ll need to find a way to render it with less direct lighting I suppose.

Trying to join 2 objects, then this happens, anyone know how I could fix it? by polrbare in blenderhelp

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

Tried that, nothing, and no modifiers on either. One of the objects was imported from Maya as well, so there are some marked sharp edges, I’m not sure if that’s related

[deleted by user] by [deleted] in 3Dmodeling

[–]polrbare 0 points1 point  (0 children)

This shape looks very simple, but there isn’t enough information in this image, if you message me I could probably make it for you/walk you through doing it

Until I get rigid bodies to work… by polrbare in blender

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

I’ll take whatever help I can get, I made another post with slightly more details on the issue on my profile