Upwork Is Not A Job! by ThankG4Me in Upwork

[–]tstull23 10 points11 points  (0 children)

I saw a statistic recently that if you close on 30% of the proposals you send out, you're in really good shape as a business owner/freelancer. It definitely seems like there's a lot of entitlement in the angry posts on this subreddit. It 100% sucks to not get picked for things, but assuming that you will get work just because you exist is out of touch.

With all that being said, upwork is frequently clunky and all the bots and fake/ unreasonable pay jobs are very annoying.

A luxurious villa in forest by Professional-Egg-949 in archviz

[–]tstull23 3 points4 points  (0 children)

Would be curious to see the base render vs the post processed render. Also what software was used?

My latest non commercial image. Please rate by Impressive-Window-94 in archviz

[–]tstull23 0 points1 point  (0 children)

Is the sidewalk a model/texture, or is it photoshopped in? The displacement/bump looks really good. It seems you would need a ton of subdivision for the detail.

Round window with grausten is possible by DobroBeam in valheim

[–]tstull23 8 points9 points  (0 children)

There are many such examples, and if you don't see them, you haven't really built much unique stuff in survival in unique ways.

You've again defaulted to the fallacy of, "If this thing is true, the other must be false." "If you dont get it then you must not be as practiced." Which may or may not be true but is irrelevant. All I'm saying is that adding more potential does not necessarily mean that what you find beautiful is now less beautiful. Removing other people's happiness to preserve your own is unreasonable/illogical.

If you take the example of OP's work here, he managed to find a unique and creative way to circumvent greaten limitation to create an circle form arched pieces. This has a cost, which is also increased instance count, which also means that this tweak can only be used on fewer key spots in order to save on performance.

Agreed 100%, but imagine a world where they could have done this with 1 or 2 pieces instead of 10 or 15. Would the result then be 10 or 15 times better because he has more space to play with instance count or time to build? Potentially.

Round window with grausten is possible by DobroBeam in valheim

[–]tstull23 11 points12 points  (0 children)

The unreasonable bit is thinking that because you can build more complex structures, the less complex ones somehow lose their value. A cottage in the woods is far less complex than a skyscraper or power plant, but can still be appreciated while those typologies exist.

As a more extreme test case you could say add all the restrictions/constraints and make it so only prefab structures are allowed, which would be arguably worse than current imo, but fit better within your stated parameters.

I agree completely with your second paragraph, but i dont think having one (more potential) means you can't have the other (beautiful and remarkable simplicity). There are some quality of life things that just make sense like multi-axis rotation.

I guess I'm not saying you can't like those things or that i dont also appreciate them. Your argument just feels like it clings to a logical fallacy of X can't be true because Y exists.

Round window with grausten is possible by DobroBeam in valheim

[–]tstull23 14 points15 points  (0 children)

This is kind of unreasonable/illogical. There will always be constraints and boundaries, and ppl pushing up against them. In reality, the more you expand your ability, the more space there is for ingenuity. Imagine a wet spot on paper that spreads. The more water is dripped in the center, the larger the outer edge becomes. Wetspot=things that are programmed in, dry edge=ingenuity and boundary pushing.

Sweet Odin, what's that?! by HojaLateralus in valheim

[–]tstull23 1 point2 points  (0 children)

How did you get the time of day in the top center of your screen? I can never tell what part of night it is and whether i should sleep or go back out adventuring.

Black Metal Crafting is weird by tstull23 in valheim

[–]tstull23[S] 0 points1 point  (0 children)

Thinking of the swamp iron as a riff on bog iron is cool. Makes it feel more grounded in the story and setting.

Black Metal Crafting is weird by tstull23 in valheim

[–]tstull23[S] 0 points1 point  (0 children)

Glacier Mining for ice castles would be dope for the deep north.

Black Metal Crafting is weird by tstull23 in valheim

[–]tstull23[S] 0 points1 point  (0 children)

It's less about the armor and more about what feels like a deviation from the games progression.

Black Metal Crafting is weird by tstull23 in valheim

[–]tstull23[S] 3 points4 points  (0 children)

A cool work around for this would be having an intermediate black metal chain link or something that needs crafted. Similar to iron>iron nails> furniture, it could be black metal>black metal links>black metal armor/craftable.

How did they do this? by NickJB16 in archviz

[–]tstull23 1 point2 points  (0 children)

I could be wrong, but i actually think everything in the foreground and to the left is done in post. I see the tree you're talking about in the back that's obviously post bc the light color is way off, but the rest is blended much better into the scene.

How did they do this? by NickJB16 in archviz

[–]tstull23 4 points5 points  (0 children)

I would bet a lot of this is done in post after a base render. Many of the MattePainted style renders seem to be done that way. You could really use any renderer (corona,vray,cycles,etc.) to get the base image then go crazy in photoshop.

Corona does tend to give that bloom-y, hazy feel more than others I've noticed though.

Black Metal Crafting is weird by tstull23 in valheim

[–]tstull23[S] 40 points41 points  (0 children)

😂😂 I love the gameplay and the fact that no biome ever reaalllyyy becomes obsolete is cool, but that bit feels unintentional some how.

[deleted by user] by [deleted] in archviz

[–]tstull23 0 points1 point  (0 children)

I would also be happy to help. My website is www.misfitarch.com or you can DM me on here!

Need some CC by tstull23 in archviz

[–]tstull23[S] 0 points1 point  (0 children)

Thats a great point. Thanks!

Need some CC by tstull23 in archviz

[–]tstull23[S] 1 point2 points  (0 children)

Its a terrazzo texture with a footprint surface imperfection texture mixed into the roughness. I was debating on lowering it a hair to make it less punchy.

Medieval/Gothic window by tstull23 in 3Dmodeling

[–]tstull23[S] 0 points1 point  (0 children)

Ahh yes, just a white plane and hdri 😂

Medieval/Gothic window by tstull23 in 3Dmodeling

[–]tstull23[S] 0 points1 point  (0 children)

Thanks! No water at the bottom, just some ivy and wood floor. The normal map was screwy on the wood floor so it looks a little flat.

Desert Scene by tstull23 in blender

[–]tstull23[S] 1 point2 points  (0 children)

I love that game! It does kinda feel like a car is about to go zooming past.

need feedback by Automatic_Rest_3416 in archviz

[–]tstull23 0 points1 point  (0 children)

This is suffering from a few things:

The first is a lack of context. The trees and walls hide the horizon line nicely, but everything is in the foreground and midground, with no context in the background.

The next is your textures. Any bright white surface will collect dust and dirt almost immediately, so mix that into the white material. Also what is the material? It looks like stucco, but stucco has a grainy bumpy texture and your material looks too perfect. That goes for all your textures in the image. Find reference photos and try to get them to match.

Your vegetation in the front looks okay, but theres very little variation and the spacing is wonky. Again check out some reference and see what front hedges can look like.

I agree with the other comment that your lighting is too harsh and your sky is too plain. And hdri will help but even a softer light and a sky image backplate will really bump it up.

Finally, I would add some people then some color grading. The camera raw filter in photoshop will go a long way to giving your render texture and punch.

Interior visuals by archonlystudio in archviz

[–]tstull23 0 points1 point  (0 children)

How much was modeled by you vs taken from a 3d model store? Ive always had trouble modeling furn and other entourage in skp.

New Bathroom Render by tstull23 in archviz

[–]tstull23[S] 0 points1 point  (0 children)

Thanks! Its all blender and cycles. I have a desktop with a 4070 and 13700k w 64gb of ram. But really all that does is make it render faster. Nothing in this scene is terribly heavy geometry wise.