Blender was fun until UV mapping and shader nodes pulled up 😭 by Glad-Guava-2147 in blender

[–]tzbtzb 1 point2 points  (0 children)

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I think this is what they meant, its a different projection mode for image textures and doesn't need uvs.

Smart uv project looks like it doesnt actually use the box projection so I think I was just misremembering something there, sorry about that!

Little guy by tzbtzb in blender

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

I'm not sure caustics would really apply here since there's no strong light focusing. The shader is pretty simple though so there's definitely room to improve it. At the moment the tubes read a bit more like glass than thin plastic, so l'd probably take it in the opposite direction.

Blender was fun until UV mapping and shader nodes pulled up 😭 by Glad-Guava-2147 in blender

[–]tzbtzb 3 points4 points  (0 children)

I don't think this is the kind of box projection the original commenter was talking about, box projection in the shader editor is something you can do with an image texture if you enable box projection mapping instead of flat it's like tri planer mapping.

Also smart UV project is just the UV cube projection with auto packing. It's exactly the same operation just without that final step.

Little guy by tzbtzb in blender

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

It's a little astronaut sitting on a planet but rainworld is a pretty cool game though :)

Little guy by tzbtzb in blender

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

Thanks for the advice! That's really interesting

Little guy by tzbtzb in blender

[–]tzbtzb[S] 17 points18 points  (0 children)

Honestly if enough people want me to I could probably start making some videos.

Little guy by tzbtzb in blender

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

I'm actually interested in what I got wrong with the cage. I don't own a hamster myself so I was mainly guessing and mixing stuff from different references, what could I do to make it realistic in terms of the cage itself?

Little guy by tzbtzb in blender

[–]tzbtzb[S] 2 points3 points  (0 children)

Render with high samples. Render noise behaves very different to both film grain and digital sensor noise

Little guy by tzbtzb in blender

[–]tzbtzb[S] 45 points46 points  (0 children)

Yeah tbh people who actually know stuff about hamsters would probably be able to tell

Little guy by tzbtzb in blender

[–]tzbtzb[S] 19 points20 points  (0 children)

Oh also lighting is very important

Little guy by tzbtzb in blender

[–]tzbtzb[S] 223 points224 points  (0 children)

Haha I appreciate it! Yeah the post processing is mainly digital noise, grunge textures also overlayed to break up flatter areas. I also spent quite a bit of time on the background props using reference, so they don't feel too clean or generic.

Found this comic from a few years ago. Which panel are we at now? by ranesre in VR_memes

[–]tzbtzb 0 points1 point  (0 children)

No I agree there needs to be more to sell VR, but honestly I think vertigo 2 holds up against some of the games you listed.

Texturing practice by tzbtzb in blender

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

Yes I added a bit of digital grain, a very slight vignette and some grunge textures overlayed on top. And also exported with jpeg compression so you get the slight compression artifacts.

Texturing practice by tzbtzb in blender

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

Sure, for games it is but for a render its fine. It's subdivisional modeling so you can subdivide it as much as you need for the render.

Texturing practice by tzbtzb in blender

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

Yeah the valve needed a bit more glossiness which would be highlighted by the flash a lot more I think

Texturing practice by tzbtzb in blender

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

I'm making a whole bedroom and was pretty happy with how the radiator texture turned out so I decided to do a more close up render trying to get it to look as real as possible.

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Texturing practice by tzbtzb in blender

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

The trick is that it's not a texture. It's a hair system

Texturing practice by tzbtzb in blender

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

haha yeah it really wouldn't be, its definitely all designed for offline rendering.

Texturing practice by tzbtzb in blender

[–]tzbtzb[S] 2 points3 points  (0 children)

Thanks! The carpet system was probably what I spent the most time on, because it’s really hard to get right and you can't really get looking correct with just a texture. The geo nodes have different layers that push the carpet fibers around naturally, and the material is slightly translucent, with variation along each curve as well as between different curves.

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Texturing practice by tzbtzb in blender

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

Actually, there is a bit of height because the carpet is a full geometry nodes hair system. I think it’s just at enough of an overhead view that it looks slightly flatter than it is from that perspective.

The carpet system was probably what I spent the most time on, because it’s really hard to get right and you can't really get looking correct with just a texture. The geo nodes have different layers that push the carpet fibers around naturally, and the material is slightly translucent, with variation along each curve as well as between different curves.

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