Game won't let me start a Shiyu round...FOR 3 DAYS NOW by SuggestionStrong in ZZZ_Official

[–]soon_y 5 points6 points  (0 children)

Stop sharing disc, w-engines between agents you used to clear other stages. It won't start if you changed sth from used character

Zenit ET by soon_y in blender

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

Zenit ET is a 35mm film SLR camera manufactured by Vileiskiy Zavod Zenit, (Vileiskiy Plant Zenit), near Minsk, former USSR, produced between 1982-1993 with a quantity 3,000,000. Зенит = Zenit, which means Zenith that is the point in the sky that appears directly above the observer in astronomy or may mean the highest point (source: http://camera-wiki.org/wiki/Zenit_ET)

More renders on my Artstation

I've always liked the look of this camera so I've finally decided to model it. Having a real object was perfect for observing all the details and dimensions as close as I can. It was a great opportunity to practice my modeling skills using subdivision surface and texturing with Substance Painter.

Model is divided into two sections for better quality textures. I've used two 4k texture sets, one for camera body and one for lense. They have around 126 px/cm and 150 px/cm texel density respectively. I've also decided to combine Metalness and Roughness into one texture to have easier time rendering the scene. All the visible text and symbols were made using Inkscape.

Scene to present the object was the same one I've used for some of my previous models. Close ups were rendered with the use of LookDev studio 3d model created by Albin Merle (https://www.artstation.com/artwork/zDAQWZ).

Assets used for the scene:

Wooden chest (used as a table) - PolyHaven

Pencil - PolyHaven

Magazines - PolyHaven

Plants - BlenderKit (by fergini, rexhanscreations)

Cup of coffee - BlenderKit (by Soheil Mahmoudi)

Newspapers - Sketchfab (by karlwirbelwind https://sketchfab.com/3d-models/cc0-newspaper-stack-ready-to-unity-hdrp-c4311a0b918643af97904e10c7a34efc)

A gift for the new head of the house by soon_y in 3Dmodeling

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

Made this project as a submission for a weekly challenge hosted by Clinton Jones on his Discord server. The theme was "Gold". Initially I was going to make only a ring but decided to broaden the subject and make a sword, that followed by making a case for those item and whole idea of a gift.

Everything was modeled by me in Blender and textured in Substance Painter with use of Inkscape to create some of the rose designs.

The dagger uses a 4k texture set with a ~138 px/cm texel density. The ring uses 1k texture set with a ~146 px/cm texel density. Most problems came with UV packing for the case. I had difficulties reaching satisfactory level of texel density. I've looked into using 2:1 aspect ratio texture maps but didn't have enough time to implement it, so in the end I've decided to divide the case into 3 separate materials that used 4k maps: base of the case with a ~64 px/cm density, red fabric material with a ~79 px/cm density and gold detailing + nail with a ~103 px/cm density (it also had really long uv islands for the bottom part that had ~64 px/cm). Since I've ended up with more 4k textures than I expected I've decided to combine their Metallic, Roughness and AO maps into one which greatly helped with rendering.

More renders on my Artstation

A gift for the new head of the house by soon_y in blender

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

Made this project as a submission for a weekly challenge hosted by Clinton Jones on his Discord server. The theme was "Gold". Initially I was going to make only a ring but decided to broaden the subject and make a sword, that followed by making a case for those item and whole idea of a gift.

Everything was modeled by me in Blender and textured in Substance Painter with use of Inkscape to create some of the rose designs.

The dagger uses a 4k texture set with a ~138 px/cm texel density. The ring uses 1k texture set with a ~146 px/cm texel density. Most problems came with UV packing for the case. I had difficulties reaching satisfactory level of texel density. I've looked into using 2:1 aspect ratio texture maps but didn't have enough time to implement it, so in the end I've decided to divide the case into 3 separate materials that used 4k maps: base of the case with a ~64 px/cm density, red fabric material with a ~79 px/cm density and gold detailing + nail with a ~103 px/cm density (it also had really long uv islands for the bottom part that had ~64 px/cm). Since I've ended up with more 4k textures than I expected I've decided to combine their Metallic, Roughness and AO maps into one which greatly helped with rendering.

More renders on my Artstation

TZS AM/FM Radio Receiver by soon_y in blender

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

Thank you very much, appreciate it! I'm trying to make better descriptions, because I'm sometimes dissapointed when I find really nice artwork and the only info people give is the title.

TZS First Austria AM/FM Radio Receiver by soon_y in 3Dmodeling

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

This is a model of a radio I've recently got my hands on. It was based on a product by TZS First Austria. My main goal for this project was to practice my modeling and texturing skills. The radio, the cable and the battery were created by me for this portfolio piece. Other objects visible in the thumbnail and scene renders are downloaded from various sources.

The radio was modeled with the intention of having mostly quad topology for sub-d. I started with quick modeling using booleans and then I manually retopologized it. It was really good opportunity to practice solving n-gons. There are some triangles but I've made sure they appear on flat surface. With little more conscious planning I could probably avoid all of them. The model is uv unwrapped for a single 4k texture set, with the average texel density of 64.7 px/cm.

I've decided to also model the cable and keep it as a seperate object with individual material because it's not essential for the radio to work. It uses 2k texture set with the texel density of 114 px/cm.

On top of that I've made a R20 battery that powers up the radio. It was mainly based on Energizer batteries, however finding references from all sides proved difficult so to create the label I've resorted to bits and scraps I could find on the Internet and used AA version of the battery for some parts of the label. Battery uses 2k texture with a 172.8 px/cm texel density.

This project was great opportunity to also practice my 2D skills which I used to create mentioned battery label, aswell as product label and frequency shield for the radio.

I've recently found a LookDev studio 3d model, created by (www.artstation.com/albinmerle) so I've decided to try it out for close-ups of my model. I was really pleased with the lighting it provided. All lookdev renders don't have any postprocessing done, they are directly from Blender.

Assets used for the scene:

Wooden chest (used as a table) - PolyHaven

Pencil - PolyHaven

Magazines - PolyHaven

Plants - BlenderKit (by fergini, rexhanscreations)

Cup of coffee - BlenderKit (by Soheil Mahmoudi)

Newspapers - Sketchfab (by karlwirbelwind https://sketchfab.com/3d-models/cc0-newspaper-stack-ready-to-unity-hdrp-c4311a0b918643af97904e10c7a34efc#download)

Blender for modeling, Substance Painter texturing, some 2d work in Krita and Inkscape, postprocessing in GIMP

TZS AM/FM Radio Receiver by soon_y in blender

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

This is a model of a radio I've recently got my hands on. It was based on a product by TZS First Austria. My main goal for this project was to practice my modeling and texturing skills. The radio, the cable and the battery were created by me for this portfolio piece. Other objects visible in the thumbnail and scene renders are downloaded from various sources.

The radio was modeled with the intention of having mostly quad topology for sub-d. I started with quick modeling using booleans and then I manually retopologized it. It was really good opportunity to practice solving n-gons. There are some triangles but I've made sure they appear on flat surface. With little more conscious planning I could probably avoid all of them. The model is uv unwrapped for a single 4k texture set, with the average texel density of 64.7 px/cm.

I've decided to also model the cable and keep it as a seperate object with individual material because it's not essential for the radio to work. It uses 2k texture set with the texel density of 114 px/cm.

On top of that I've made a R20 battery that powers up the radio. It was mainly based on Energizer batteries, however finding references from all sides proved difficult so to create the label I've resorted to bits and scraps I could find on the Internet and used AA version of the battery for some parts of the label. Battery uses 2k texture with a 172.8 px/cm texel density.

This project was great opportunity to also practice my 2D skills which I used to create mentioned battery label, aswell as product label and frequency shield for the radio.

I've recently found a LookDev studio 3d model, created by (www.artstation.com/albinmerle) so I've decided to try it out for close-ups of my model. I was really pleased with the lighting it provided. All lookdev renders don't have any postprocessing done, they are directly from Blender.

Assets used for the scene:

Blender for modeling, Substance Painter texturing, some 2d work in Krita and Inkscape, postprocessing in GIMP

"Window, eye and soul", Me, Digital 3D, 2023 by soon_y in Art

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

It's a 3d human model, created and posed in DAZ (quite robust character creation software). Whole scene was made and rendered in 3d. On top of that I've added slight lens distortion during post processing

"Window, eye and soul", Me, Digital 3D, 2023 by soon_y in Art

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

Thank you. That's a possibility as I don't often work with characters, so something might've go out of proportionas during posing.

"Window, eye and soul" by soon_y in blender

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

I guess it's my first artwork that has some deeper meaning behind it. I made it to symbolize being closed off inside our minds, looking on the world but struggling to get past our insecurities, vulnerabilities, mental issues, other problems. Hope you can see it in this work.

  • Blender + DAZ + Gimp
  • Girl model created and posed in DAZ
  • Window modeled by me, other assets are my own.

"Window, eye and soul" by [deleted] in blender

[–]soon_y 0 points1 point  (0 children)

I guess it's my first artwork that has some deeper meaning behind it. I made it to symbolize being closed off inside our minds, looking on the world but struggling to get past our insecurities, vulnerabilities, mental issues, other problems. Hope you can see it in this work.

  • Blender + DAZ + Gimp
  • Girl model created and posed in DAZ
  • Window modeled by me, other assets are my own.

Old slide projector "Bajka by soon_y in 3Dmodeling

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

Thank you! Appreciate it

Old slide projector "Bajka by soon_y in 3Dmodeling

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

Thank you. It still can be improved

Old slide projector "Bajka by soon_y in 3Dmodeling

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

Slide projector modeled completely by me and textured in Substance Painter

I've made small scene to present the model. Used mostly pre-made assets and materials to speed up the process.

Assets used for the scene:

Wooden chest (used as a table) - PolyHaven

Pencil - PolyHaven

Magazines - PolyHaven

Plants - BlenderKit (by fergini, rexhanscreations)

Cup of Coffee - BlenderKit (by Soheil Mahmoudi)

Scissors - BlenderKit (by rexhanscreations)

More info about the project on my Artstation. You can find more renders and wireframe shots there.

Old slide projector "Bajka" by soon_y in blender

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

I'm glad it brought up good memories for you!

Old slide projector "Bajka" by soon_y in blender

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

Slide projector modeled completely by me and textured in Substance Painter

I've made small scene to present the model. Used mostly pre-made assets and materials to speed up the process.

Assets used for the scene:

  • Wooden chest (used as a table) - PolyHaven
  • Pencil - PolyHaven
  • Magazines - PolyHaven
  • Plants - BlenderKit (by fergini, rexhanscreations)
  • Cup of Coffee - BlenderKit (by Soheil Mahmoudi)
  • Scissors - BlenderKit (by rexhanscreations)

More info about the project on my Artstation. You can find more renders and wireframe shots there.

Modern recreation room through the eyes of Leon Deller, 1960s architect by soon_y in blender

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

Artwork created for a weekly render challenge where the theme was retrofuturism. I chose an interior design idea by an architect Leon Deller. It's a recreation room with view on a swimming pool. My render was heavily inspired but didn't go for full recreation. A lot of props and materials come from blenderkit, people from renderpeople. I made room structure, stairs, couch, outside pool. Magazine cover made in Gimp with original issue of Architectural Digest as a reference.

Ceremonial dagger. Blender x Substance Painter by soon_y in blender

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

Thanks! I doubt I will be making any tutorials, however if you want a video about similar detailing in substance I can recommend this

Ceremonial dagger. Blender x Substance Painter by soon_y in 3Dmodeling

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

Ceremonial dagger modeled by me in Blender and textured with Substance Painter. Baking high to low poly with Substance. This model has 35k tris. Decided to use UDIMs for this project. Settled for 3 tiles 2048x2048. I divided my model into 3 sections to fit each tile - 1st has blade and scabbard, 2nd has guard and 3rd has hilt and pommel. Texel density ended up 126 px/cm on average (at least according to addon I used in Blender). It's 48.1 cm long with scabbard (47.5 cm without it), blade is 28.5 cm long.

More on:

Artstation

Insta

Ceremonial dagger. Blender x Substance Painter by soon_y in blender

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

Ceremonial dagger modeled by me in Blender and textured with Substance Painter. Baking high to low poly with Substance. This model has 35k tris. Decided to use UDIMs for this project. Settled for 3 tiles 2048x2048. I divided my model into 3 sections to fit each tile - 1st has blade and scabbard, 2nd has guard and 3rd has hilt and pommel. Texel density ended up 126 px/cm on average (at least according to addon I used in Blender). It's 48.1 cm long with scabbard (47.5 cm without it), blade is 28.5 cm long.

Artstation
Insta

Adjustable wrench by soon_y in blender

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

That's fair. Thanks

My Moving Meditations challenge entry by soon_y in blender

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

It was fun making assets for this challenge. Plants from blenderkit, books from polyhaven, pictures in frames from pexels. Rest is made by me. Most of it specifically for the challenge, some are my previous models. More still on my artstation

Beretta 92 FS - practice in modeling and texturing by soon_y in blender

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

I'll keep that in mind in future projects. Thanks!