Also this was my first time using an ngon config tip for my bullets, and I think it worked out nicely
@oddenough.art
Multi-Hat Wearer at @marmoset3d.bsky.social | "Internet N-Gon Guy" I love helping people, problem solving and learning. Autistic, Mentor | π« AI | linktr.ee/odd_enough Topics: #ngons #scans #autism #photography #descent
Also this was my first time using an ngon config tip for my bullets, and I think it worked out nicely
Leveraging creased subdiv + bevel shader for the ammo strip
Previewing the highpoly visdev before starting the lowpoly π
Ah yes, the age old "what if I bump up my rust project to 8K?"
Here it is side by side in the same image. Left is with oxides filling in grey values, and right is just a rust to steel transition without the intermediate steps.
Yup! Transitions from metallic to non metallic are rarely ever binary unless you're dealing with something like chipped paint. But faded paint, dust, oils, oxidation, etc should all have grey transitional values
This is what you'd get without those oxidation layers, which is a common problem in metalness workflows, and is the result of strictly sticking to 0 or 1 metal values. It's also wrong, which is why you should be using grey values in your metal maps.
This feels like the texturing version of spinning around my model.
Playing with carve groups in @marmoset3d.bsky.social to get grey metalness values through intermediate oxidation.
Yussss β€οΈ
A closeup from the cockpit of a MiG-21MF
A closeup of some landing gear
A closeup of a propeller from a large bomber
This latest ref pack is a love letter to all my hard surface artist friends
It contains 400+ (3.1GB) photos from the CAF SoCal airplane museum, including 100+ shots of tiny details from the cockpit of a MiG-21MF
Use them for anything, just make sure to credit me!
drive.google.com/file/d/1nsib...
You are unhinged in the best possible ways, xav π
Ah in reading the rest of the replies I see you recognized that π
This is unfortunately an issue with creasing a base mesh that isn't dense enough to support the tightness of that edge.
My recommendation is to increase the density of the surrounding geo and also introduce the use of an ngon like Xavier suggests. But the geo density is 100% the core issue here.
Yeah exactly! So fast and just works π
The wireframe view is the unsubdivided version of both models.
In terms of amount of work/time needed compared against the result, pure subdiv can't compete with the bevel shader workflow. Not to mention the time it takes for edits.
Top is subdiv w/ sharp creasing + bevel shader and bottom is subdiv.
The top could be used as the low poly with fewer changes
I have finally finished CATCHING FISHES, and here's the trailer!
This is my first solo game, and itβs a short story aboutβ¦ taking a bath when youβre very tired : )
Hope to see you back for release day, on January 20!
#indiedev #gamedev #indiegame #unity #catchingfishes
That's usually my go-to as well π
Hehe interestingly, I just told a mentee that there is such a thing as having too much reference π (though they were searching for more versions of the same thing)
Trying something, anything, even if you think it won't work is 10,000,000,000x better and more productive than doing nothing at all.
Overthinking, perfection, and the idea that you need to get it right the first try is how you kill momentum and learning.
I used to see so many artists surpass me in speed and the only difference between me and them was they were doing things and I just kept staring at my models not knowing what to do.
Thing is, I still don't know what to do most of the time, but that's why you need to try.
To all the artists out there who are suffering from analysis paralysis (overthinking), I empathize fully.
The solution to your problem is the hardest thing to overcome. You need to just start doing.
Push through and try things *especially* if you think it won't work.
This past week has been rough trying to get back into work and being a normal functioning human after the holidays. I feel like I deal with this more and more as I get older. π
Discord wants to know how you feel about AI.
Go tell them: discord.sjc1.qualtrics.com/jfe/form/SV_...
Hopefully you're able to apply similar techniques :D
Posted this on the other site since someone was asking about Maya UV equivalents in Blender (via ZenUV addon):
Along with what's in the image below, shell snapping via pivot is G to move, then press B, select the vert, and then move to the vert you want to snap to.
Hopefully this helps others!
To make blockouts easier, I map out element separation with paintovers before starting the modeling.
I often have a hard time keeping track of elements, and having a map like this to refer to helps break it down into manageable chunks.
Thanks to @peachmarzi.bsky.social for the ref
Thought it'd be interesting to put some of the focus stacks into an image sequence and loop it
The pin is 88 photos and the old camera is 66 photos, the difference is mainly due to how shallow the depth of field is. Tighter = more shots needed.