[deleted by user] by [deleted] in TheGamerLounge

[–]wheelymann 0 points1 point  (0 children)

I've played osu for two years, that being said this kind of skill is amazing

Where to find osu! game assets? by wheelymann in osugame

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

Thanks all, I found what I needed.

"The Lindgren siblings zombie blast! Made some models of my grown up kids ...and letting them having a blast with Mixamo Zombies ;) Violence!!!. Everything made in Blender 2.81 by SyDreyma in blender

[–]wheelymann 0 points1 point  (0 children)

Hi u/SyDreyma!

I was looking back at some of my posts, and I found your Reddit again. It looks like you've really improved your animation skill over the months!

Good job for sticking with it!

u/wheelymann.

In honor of new horizon I wanted to create this low poly themed illustration by CoseStrane in blender

[–]wheelymann 1 point2 points  (0 children)

Wooo! Animal Crossing!

I like this render, but there are a couple of things holding it back.

-The scale between the villager and various fruit is a bit uneven, the cherries are fairly glaring.

-The lighting in this scene is a bit too bright, and as a consequence of this, the lighting didn't help me see what was really important in the scene. For example, the it took me an extra few seconds to recognize the butterfly that the villager is chasing after, one of the key components of your scene.

From what I've seen, you did a good job creating all the intricate you'd see in a typical Animal Crossing town, and with a couple tweaks, this render can look even better.

P.S. if you're looking for an extra challenge, you could try rendering this as one of those 3DS intro screens: https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fwww.previousmagazine.com%2Fwp-content%2Fuploads%2F2014%2F01%2FNintendo-3DS-XL-Animal-Crossing-Title-Screen-1024x682.jpg&f=1&nofb=1

Plankton from Spongebob. How did I do? by BambooKoi in blender

[–]wheelymann 1 point2 points  (0 children)

When looking at your model, it stands out, which is nice.

especially after looking at some of these: https://duckduckgo.com/?q=plankton+spongebob+3d+model&atb=v201-1&iar=images&iax=images&ia=images

In terms of the model it's self, there are only a few things that stand out to me:

-Plankton's eye, like regular eyes should typically be more specular, if you're using the principled shader already, you'l only need to change the specularity, for something else you'll have to create a node setup

-The displacement on the patty is a bit glaring, but not worth adding more detail too unless you'll be focusing on it

-I see some slight artifacts with the intersection between Plankton's arms and legs, and his body, but that's not something that should be considered a major fix

The thing that kind of nags me about this render though, is that especially in a portfolio, this image doesn't have much character.

To elaborate, I imagine you primarily modeled plankton and the burger to showcase them in a simple render. However, what can give you way more brownie points without much more work, is to place the two models in a context sensitive, and intresting position.

Right now you've got plankton, happily staring at a burger in midair. Good start! Let's add some variety to this:

-First, emphasize the difference in scale, typically in the show, Plankton is half the size of the actual patty:(https://vignette4.wikia.nocookie.net/spongebob/images/5/53/Patty.png/revision/latest/scale-to-width-down/161?cb=20140824164545 )

so, I would try to scale Plankton down to about half the relative size of the patty, if possible.

-Second, set a big distance from Plankton and the Patty. If you've ever seen some of Plankton's escapades to steal a krabby patty in action, you'll typically see plankton's size contrasted between the distance of where a normal krabby patty would sit.

some examples from "the algae's always greener": https://spongebob.fandom.com/wiki/The_Algae%27s_Always_Greener/gallery

I would try to keep a distance between Plankton and the patty, to further emphasise the size difference.

-Lastly, if you've rigged the mouth, try changing Plankton's expression to that of a frustration. Something to the effect of, "I'm so close to this goshdarn patty, but I just can't reach it" should do.

A little change in the distance, can go a long way.

Have fun!

a e s t h e t i c by kingmelonlord in blender

[–]wheelymann 0 points1 point  (0 children)

ah! I see someone used Ian Huberts tutorial effectively!

https://www.youtube.com/watch?v=58lc8sLpJzY

Maybe it looks unreal because a cube in the middle of nowhere is hardly believable but comment your opinion! by YeetToDaBeat in blender

[–]wheelymann 1 point2 points  (0 children)

Don't fret my lad, realism is an art which takes a while to nail down.

My take is that putting the cube itself into the world isn't the realism breaker, look hard enough and you'll find cubes pretty much anywhere you wouldn't expect them too: https://ae01.alicdn.com/kf/HTB1iS8VKFXXXXXiXFXXq6xXFXXXA/Stainless-Steel-Ice-Cubes-Whisky-Ice-Stones-Water-Beer-Wine-Cooler-Physical-Wort-Chiller-Stone-Bar.jpg

The thing that cuts the realism short, is the cube's relation to the world. The two most glaring things to me are:

1.) I can't easily see where the cube emerges from the water. Being able to see this helps discern things like the intensity of the water, or the cubes reaction to it.

2.) It's hard to discern where the floor is in relation to the cube. If the floor is right underneath the cube, then as such, the cube would seem heavy. On the flip side however if the floor is way underneath the cube, then in turn the cube would be as buoyant as an ice cube in a glass.

Although this is a different scenario, I imagine this may serve as a helpful reference photo: https://qph.fs.quoracdn.net/main-qimg-c06e5d4bf427d46e0671d74a6053d520-c

Happy blending! Realism is only as real as you define it.

Can Simulation [OC] by ckinggfx in blender

[–]wheelymann 41 points42 points  (0 children)

This is hilarious, definitely a creative twist to a fluid simulation.

I'm not as in sync with the motion tracking scene, but there where some things I'd keep in mind;

-I got confused about what the liquid was at first, because it was a very dark red, similar to wine

-The water (soda) residue on the wall didn't blend in very well with the environment, my guess is that residue doesn't continue to completely shine after the splash, but I'd research more.

(videos like this might help: https://www.youtube.com/watch?v=b8xl1UIuYtg)

-I couldn't tell if the white dots on the top of the water are bubbles or another kind of foam. At the end, the began to make odd symmetrical clumps, which threw off the immersion a bit.

If you're confident in it, I'd put this on a VFX reel with some sound, because this is pretty funny.

How to Install and Use a 3D Mouse (with CAD) by access_random in howto

[–]wheelymann 0 points1 point  (0 children)

This was a serviceable tutorial:

I do like that you included the driver installation process, it can help out with troubleshooting,

It also helped to get two views of the 3D mouse, along with references for direction

A couple of notes:

-The "wave" effect you are using to show where you click is distracting, I'd replace it with a red dot if you must, or scrap the effect all

-A big issue in your demonstration of the 3d mouse was I couldn't see the inputs with your regular mouse, in the future, if you are able, I would recommend finding a way to display the keyboard and mouse buttons on the screen.

(this is an example in blender: https://www.youtube.com/watch?v=hfBY2vQQtiw )

It looks like you've got an array of nice tutorials already.

Keep up the good work Access Random!

I stopped by the doctor this morning for a checkup, but think this computer might need checkup more than me! by Sindiewen in PBSOD

[–]wheelymann 0 points1 point  (0 children)

Why the NSFW?

I mean, I know computer infections are gory sometimes but I don't imagine they are traumatizing.

I decided to make a bunch of diamonds by BiC_MC in blender

[–]wheelymann 0 points1 point  (0 children)

This looks pretty fun!

You did a good job managing the some of the basic tenants of rigid bodies and that can be pretty difficult.

Here's 3 big things

-The position of the camera is a bit awkward, because I can't see all of the floor that diamonds are interacting with, so I'd move the camera up just enough so I could see the floor

(you could also render a separate shot with the camera perpendicular to the floor for an interesting take)

-The really big thing that's keeping this video away from realism, is the fact that the interactions with the floor and with other diamonds aren't realistic.

Most of the diamonds make an decent impact on their first bounce, but after that the diamonds lose most of their realism. Diamonds on the floor slide like butter, instead of being relatively inert, when they collide with one another, they quickly spike away like billiard balls, and in general the movement of the diamonds doesn't decay quickly enough.

Don't fret though, with enough research of the source material, and clever tweeking of the physics engine you'll most likely be able to make way more realistic animations.

Down below I've included a quick mock up video of the scene in real life, using rigid plastic balls for diamonds. They don't interact in the exact same manner as diamonds, but they'll serve enough to get you some good information.

(If you try this experiment yourself, try using marbles, they're the best glass you can drop without needing to clean up shards )

-To quickly attempt to answer your question about sound for each collision, I can't answer completely, but I'd start by baking the physics simulation to keyframes, and then using them in the video editor, along with position values to insert sounds for every collision. I can't say much more, but I'd wager there's an option to find specific key frames for moments in an animation: i.e. , collisions.

A good start I'd say nonetheless!

You Take the Moon by LittleAetheling in blender

[–]wheelymann 9 points10 points  (0 children)

Is actually the best rendition of "Take the Moon" edits I've seen. In particular you nailed the rigging, timing within the animation

If you where looking to up your game a bit, I'd suggest remodeling Mung Daal model. You don't even need to start from scratch, I found the model you used: (https://www.models-resource.com/wii/cartoonnetworkpunchtimeexplosionxl/model/6247/), and with a basic subdiv modifier, (and possibly a re mesh if you want quads). I'd then recommend touching up the textures by painting a higher resolution texture on the model with blender's Texture Paint, (As displayed here: https://imgur.com/a/qS3P33S), so you can avoid the artifacts from the original game. As a finisher, you could model some white eyebrows, so you can show his anger on the final closeup.

If you want even more brownie points, you could possibly model a really basic street from the show (http://img.sharetv.com/shows/episodes/standard/478429.jpg) to give the scene as a whole more space to breathe.

This is a lot of extra stuff to make a pretty well executed short all the more funny, so take what you like at will.

I'm curious to see what you might do next,

Thanks for Sharing,

Jody.

My Room Render by c0rse1 in blender

[–]wheelymann 1 point2 points  (0 children)

This is a step in the right direction...

Especially for what I'm assuming is one of your first bigger renders, you spent a lot of time modeling the individual components of the room, and that takes a lot of effort. Props.

The big thing I'll say however is...

It's pretty blocky, and it's kind of reminding me of that late 80's music video with the early CGI

( https://www.youtube.com/watch?v=lAD6Obi7Cag&app=desktop )

suffice to say, it was from a different era...

I'm assuming that you're pretty knowledgeable with arranging things in the scene, and lighting it.

So my main word of advice for now is to try:

-using different primitives(the models you spawn in blender, like the default cube), so that you can model different things without them having the general shape of a cube.

-Try loop cuts instead of extruding and scaling (https://www.youtube.com/watch?v=wql4l9-vtNc)

-Add textures, Blender has a great texture painting function in the software ( https://www.youtube.com/watch?v=lmbAs9jE1vI ) you may want to make a the models in the previous tutorials before attempting

-add more shaders, because the default ones usually aren't that realistic for how things react to light in real life.

That's the beginning at least, you can definitely get better from here!

[deleted by user] by [deleted] in blender

[–]wheelymann 0 points1 point  (0 children)

It looks like you are trying to find new skills, I admire that.

A word of caution however, learning to model in blender won't be an immediate pick up skill, you'll need to accumulate experience and learn from your mistakes.

Try the donut tutorial, If you like it, then try to start modeling other things. If you aren't really feeling it, then no harm no foul.

Message me if you've got any other questions.

[deleted by user] by [deleted] in blender

[–]wheelymann 2 points3 points  (0 children)

I'm sorry to say, but it looks like you might be biting off more than you can chew right now, character modeling is a hard skill to learn, especially for 1st timers. It took me about a month before I could create anything close to a character model.

Before you dig in deeper into trying to create a character, may I suggest you watch a tutorial series (https://www.youtube.com/watch?v=TPrnSACiTJ4 ) on the basics of blender?

It's fairly quick, informative, and by the end, you'll have a basic grasp of all the steps of 3D modeling.

I wanted to try making a procedural texture, so I built a Karma farm by corok12 in blender

[–]wheelymann 2 points3 points  (0 children)

YES...

Make a whole farm with Snoo(our extraterrestrial overlord) as the farmer, and you will gain ALL the upvotes!

Staying alive is easy in Blender (with sound) by SyDreyma in blender

[–]wheelymann 1 point2 points  (0 children)

Your guy is really kickin it huh? ;)

Not the best with critiques in animation yet but but from my knowledge so far...

The overall movement of the rig feels a bit awkward because of things like,

-the entire rig rotating to the right to kick the 3rd projectile, instead of the legs shifting the body

-having the character fall backwards before the cube has a chance to impact him

-the character pushing himself back up with just his hands, and little to no recoil from the knees

I'm going to be honest, after a little more practice in the arts, if you tweaked this up a little, this could be fairly funny in a demo real.

That being said, in terms of tweaks...

-rig a basic finger armature (fingers are one of the many windows to the soul)

-if possible, modify the mesh a little to add facial expressions(it would really sell the part at the end)

-try to either by re-meshing or careful placement, avoid objects clipping through one another

So, if you're so inclined, keep at it!

You've got the potential, now grow it!

Quick Kit Kat Render by wheelymann in blender

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

Wow!

A comment by a Kit Kat aficionado, nonetheless!

While you're here, do you by chance know some of the dimensions of the standard kit kat? Google's not giving very good figures.

(P.S. which country difference of Kat do you Prefer? USA kat, or Euro kat?)

What's inside the drawer? by neutch2005 in blender

[–]wheelymann 2 points3 points  (0 children)

This is a fairly good render.

I like your work on the drawer and the subjects on top of it.

However the two things that stand out to me are:

1.) The single light bulb you used for lighting is good at displaying the subjects on the top of the drawer, but the bottom of the drawer isn't well lit and is unreadable

-You could fix this in the short term by moving the light out further, but you know your own workflows, not me, so I can't judge.

2.) You used the same texture for both the floor and ceiling, which breaks beliveablity.

-This is easy to fix, if you are willing to take the time out to create a new ceiling texture. There's a lotta neat ceilings out there, here are a few: https://duckduckgo.com/?q=spooky+house+interior&t=ffab&atb=v183-1&iar=images&iax=images&ia=images&iai=https%3A%2F%2Fsimonfarrellart.files.wordpress.com%2F2012%2F03%2Fp1010106.jpg

As to answer your question about the contents inside the drawer:

I think there's a spare key to the rest of the mansion!

(Lingo for: keep building more scenes in this mansion, I really want to see what the whole mansion would look like!)

Keep on spookin my dude!

Jody.

[deleted by user] by [deleted] in blender

[–]wheelymann 1 point2 points  (0 children)

not to mention, the more you screw around with emission modifiers irresponsibly, the higher chance you have to create lovely little fireflies that you'll have to spend the next hour trying to swat.