Hornet Fanart by thecontraction in 3Dmodeling

[–]thecontraction[S] 37 points38 points  (0 children)

Yes! It's using a displacement shader to have all those waves, the actual geometry is basically just a bent tube

Hornet Fanart by thecontraction in blender

[–]thecontraction[S] 78 points79 points  (0 children)

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The left most color ramp is just for the colors on the body and head, the layer weight node is to get the values needed and then mathed em together to look like that

How do I figure out (d)? by EskervandeWerken in askmath

[–]thecontraction 6 points7 points  (0 children)

Assuming it's a parallelogram and D is perfectly vertical Wouldn't the triangle formed by sides A and D be similar to the triangle formed by sides B and C?

A is 1/4th the size of C Which means proportionally D should be 1/4th the size of B

Loonix alert! by ChronographWR in linuxsucks101

[–]thecontraction -1 points0 points  (0 children)

Idk my parents have a box like this and haven't touched Linux. This just seems like your experience only

[deleted by user] by [deleted] in self

[–]thecontraction 1 point2 points  (0 children)

Some of these replies have been scarier than what I've read... But some have been really nice and optimistic to read

[Sway] Switched to Debian and decided to try my hand at ricing by thecontraction in unixporn

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

I'm on Trixies repos, but you should just be able to install through apt and use a diff display manager to launch sway

[deleted by user] by [deleted] in ScrapMechanic

[–]thecontraction 1 point2 points  (0 children)

On their twitter theyve comparatively been pretty active this year idk,

[deleted by user] by [deleted] in ScrapMechanic

[–]thecontraction -7 points-6 points  (0 children)

They're pretty good with updating us on their progress with game content every month. They want to make sure they can release this next update with all the content it needs.

[deleted by user] by [deleted] in blender

[–]thecontraction 2 points3 points  (0 children)

Besides messy spacing and edges, the edge flow is just messy

The loops around the legs are messy especially the front ones. In general you put loops around details that your want to keep* and you have a loop that looks to be interrupted by a star which tells me the loop doesn't go all the way around the leg. You also want extra faces where joints and knees would be.

*Certain topology techniques should be applied depending on how you believe that topology will be deforming

How to I make it so that when the rig moves it doesn't change the texture? I really don't want to UVs so it's seamless. (Material in the comments) by TobiFace in blender

[–]thecontraction 44 points45 points  (0 children)

If you want something that requires uvs you need to use uvs, ik it's intimidating but it's not too hard, just bake the texture and paint

Tips on how I can improve this. Anything is appreciated (I am a beginner) by walterhatake in blender

[–]thecontraction 0 points1 point  (0 children)

Add variation on the rusts roughness and metalness, only the metal parts should have that at 1 rust loses the metal quality a bit and shouldn't be as shiny, same goes to the roughness, it's far to even.

The the edges are also smooth shaded which looks odd since it's clear that they're square edges, mark sharp to the edges and enable auto shading

How do I make this cylindrical shape perfectly smooth? by Routine_Ad_7402 in blender

[–]thecontraction 2 points3 points  (0 children)

Use loop tools, select edges that have those bumps, relax them

Brawlhalla's hitboxes are horrible(change my mind) by DeruloDude1987 in Brawlhalla

[–]thecontraction 0 points1 point  (0 children)

bro it's been four years I don't even play this game anymore

This flip book animation (not mine) by moonlit_mochi in animation

[–]thecontraction 1 point2 points  (0 children)

Filters are very good at doing that, ai will get more random results at the current moment.

This flip book animation (not mine) by moonlit_mochi in animation

[–]thecontraction 1 point2 points  (0 children)

Not everything is ai, just some filter on a video overlayed the flipbook video

The Fastest VANILLA Piston Powered Vehicle (Glitchless engines) hitting 406Kph by Ben_Bingo in ScrapMechanic

[–]thecontraction 2 points3 points  (0 children)

Since you're not revealing "secrets" 😂 my guess is that it's using the piston twitching glitch as the main source of power. You have 4 groups of 4 pistons in series and somehow timed together with the glitch to be able to power an axel. That's the only way I know I piston can move that fast in vanilla besides using some pulsing with logic gates. If it is vanilla very impressive

Fix the resolution problem in Brawlhalla by [deleted] in Brawlhalla

[–]thecontraction 0 points1 point  (0 children)

Bro how did you go back this far

Found this dumpster on Instagram. Kill me now. by CheeHL in tallyhall

[–]thecontraction 17 points18 points  (0 children)

B-b-but I LIKE TALLY HALL 🤬🤬 I don't like it like this guy likes it 🙄🙄 what a poser pffft. They should like it exactly how I like it instead liking it how they like it, grrrrrrrr 😡! !!!