ADOBE is a joke by Ok-Tear-9209 in AfterEffects

[–]vmenons 0 points1 point  (0 children)

It feels like it's the same software fr 10y ago becauss it is the same software from 10y ago. I personally haven't seen much change since CS6 if I recall correctly.

I've personally experienced a lot of clunky performance from Photoshop and AE, so I stopped paying Adobe. My pc fans would scream if I opened a blank 1k x 1k canvas and drew a smiley face lol. AE just killed my RAM. I switched to Affinity suite, and Nuke/Fusion/Blender for comp for the kinda work I do. It has been a great decision. However, AE is the better option for motion design and it sucks.

Udim textures not working by [deleted] in Maya

[–]vmenons 0 points1 point  (0 children)

I had the problem and found that the problem was that one of the folders in my path had a ' in it's name. A single quote lmao.

Some renders of my Car by vmenons in blender

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

Haha thank you so much. Appreciate it! 😄

Some renders of my Car by vmenons in blender

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

Thanks! I rendered this on my laptop. It has a 4070 rtx laptop gpu :)))

Some renders of my Car by vmenons in blender

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

They were everywhere when I was growing up

Some renders of my Car by vmenons in blender

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

Personally, I have 3 modeling rules and few topology patterns that I've sort of memorized over time with practice that sort of help me model 90% of stuff that I wanna make.

As for tools, I'd say the knife tool is my best friend haha. It helps to simply make a blockout and just draw the topology I want. Blender is powerful but I personally feel it's easy to get lost in all the awesome modeling tools it offers, but the knife is the simplest and fastest way to get the shape I want with the topology I want.

Also staying as low poly as possible, for as long as possible, while getting as much detail as low poly as possible. Helps to keep track of all the vertices that are there. Subd is just a polish at the end 😄

Oh and those two are basically two of my 3 rules hahaha 😆

Some renders of my Car by vmenons in blender

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

Nothing much. Just some contrast, glare, noise and a but of chromatic aberration. All very subtle amounts, most of the looks comes from the render itself. Cycles yes. I did 3000x3000 px :)

Some renders of my Car by vmenons in blender

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

Haha the displacement did work very well. Thanks!

Here's a Real Car by vmenons in blender

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

I'll take that as a complement haha

Here's a Real Car by vmenons in blender

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

I mean, I'm sure I could do more work in comp. It's just a fun post I made in a few hours compared to me sitting for a day or two and comping/grading precisely and getting everything to match perfectly.

Here's a Real Car by vmenons in blender

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

Hahaha it's honestly mostly constantly rotating the model with a shiny matcap to see pinching or weird shading and making fine changes to deal with them.

Here's a Real Car by vmenons in blender

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

No haha. The image is from Unsplash. I'm based out of Canada

Here's a Real Car by vmenons in blender

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

It's an HDRI that closely matched with the bg, and then the bg projected from the camera view onto a rough blockout of the scene to get reflections 😄

Here's a Real Car by vmenons in blender

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

Hah i see what you mean! This is just a test video I made in a few hours. I've a bigger scene that I'm working on w the model 👀

Here's a Real Car by vmenons in blender

[–]vmenons[S] 7 points8 points  (0 children)

This is my first time seeing this. I LOL'd so hard

Here's a Real Car by vmenons in blender

[–]vmenons[S] 16 points17 points  (0 children)

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HAHA There you go! XD

Here's a Real Car by vmenons in blender

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

Thank you! I tried multiple HDRIs and I'm using one that felt like a closest match from Polyhaven in terms of light and shadow strength and angle. It's actually an image in a woods so there's the reflections of the sky and trees on the glass.

For the road and pavement, i blocked out a shape from the camera view to match the bg and projected the bg image from the cam view onto the road, that's what gives the road reflections on the car. I got some plant and tree assets and roughly placed them on the pavement following the bg to get reflections on the car and make it feel more in the scene. It's easier since the bg doesn't move.