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that’s looking good. you happy?
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# ? Jan 10, 2021 23:36 |
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# ? May 20, 2024 21:03 |
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very! the rest of the UI is gonna be programmer art cuz anything more complex is currently out of reach but it’s enough to be a little impressive!
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# ? Jan 11, 2021 00:16 |
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that said I don’t really want to model that entire game board just for a toy game mod lmao
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# ? Jan 11, 2021 00:40 |
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to make the inside, either put a circle inside (then go to edit mode, select everything, hit F to make it a face aka polygon) or a cylinder with the top cut off (go to Edit mode, deselect everything, press 3 to be in Faces mode, then select the top face of the cylinder, hit X and choose Face to delete it, then hit A to select everything, then go to Mesh->Normals->Flip to make it inside out)
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# ? Jan 11, 2021 03:26 |
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Started with a torus. Enabled x-ray (button in the top right of the screen) selected the bottom half, deleted it. Deleted 3/4 of it. Extruded (E key) the bottom to the the desired depth. Extruded a single vertex from the bottom ring. Pressed N key to go into properties and set the x and y to zero. (you can drag the mouse down multiple fields to change them at once.) Selected two of the vertices in the ring and the center one and pressed F to create a face. Repeated that for the entire bottom ring. Going back up to the torus, I extruded the outer edge a ways. In the top middle of the screen, there's the option to change the transform pivot point. I selected the option for active element. (Which is shown in white, usually the last thing you selected.) Then, selecting the outer most vertex, as well as the ones along half the outer ring, I hit S (Scale) Y (Scale along the Y axis. Also works for the X and Z axis. Holding shift + axis would select the other two axis) and then 0. Then repeated that for the other half of the vertices on the X axis. This is how I got that square. Then I selected the ring at the edge of the torus, and the ring at the bottom, and hit ctrl+B and added a teeny tiny bevel.(This ups the realism a bit and helps keep shaders from getting wonky.) Went into object data properties on the right side, normals, and turned on auto smoothing, with a setting of 36. I hit tab to go back into object mod. Then I went into modifiers on the right, then added a mirror modifier, selecting the options for X and Y. Then I added an array modifier with a set count of four,(This might be optional in your use case) and hey presto! Bluemillion fucked around with this message at 04:08 on Jan 11, 2021 |
# ? Jan 11, 2021 04:01 |
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Doc Block posted:to make the inside, either put a circle inside (then go to edit mode, select everything, hit F to make it a face aka polygon) or a cylinder with the top cut off (go to Edit mode, deselect everything, press 3 to be in Faces mode, then select the top face of the cylinder, hit X and choose Face to delete it, then hit A to select everything, then go to Mesh->Normals->Flip to make it inside out) aw hell yeah this worked pretty drat well! though i'm having trouble making it look appropriately deep without making it metallic: maybe i'm still wrapping my head around how all this works. but this is great, i really feel like i'm getting a handle on it, and i think i made something really cool- Bluemillion posted:
oh. okay
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# ? Jan 11, 2021 04:10 |
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naw but that's ingenious and i'm totally
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# ? Jan 11, 2021 04:15 |
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either way, for now: the board is a work in progress, ok
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# ? Jan 11, 2021 04:38 |
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It looks fine, there's no reason to be insecure. We're all learning. I'd be really surprised if there's any one human who understands every single aspect of this massive software suite.
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# ? Jan 11, 2021 04:55 |
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yeah at this point it’s a matter of modeling the gutters and then the game board then, , animation then I gotta write the plot aaaa
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# ? Jan 11, 2021 05:12 |
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imagine actually modeling something instead of using a massive shader node tree for vector displacement
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# ? Jan 11, 2021 05:45 |
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Jenny Agutter posted:imagine actually modeling something instead of using a massive shader node tree for vector displacement lmao get outta here
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# ? Jan 11, 2021 07:00 |
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Bluemillion posted:It looks fine, there's no reason to be insecure. We're all learning. I'd be really surprised if there's any one human who understands every single aspect of this massive software suite. probably ian hubert does https://www.youtube.com/watch?v=58lc8sLpJzY
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# ? Jan 11, 2021 07:40 |
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fart simpson posted:lmao get outta here no lie when i saw the game board render i involuntarily started thinking about the node setup to make it, nodevember broke my brain
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# ? Jan 11, 2021 14:40 |
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Jenny Agutter posted:no lie when i saw the game board render i involuntarily started thinking about the node setup to make it, nodevember broke my brain broke my brain too op
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# ? Jan 11, 2021 15:06 |
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not yet sure if i want to delve into that particular concept gently caress it time to google blender nodes edit oh poo poo this might help me achieve the right texture on the point pegs, the kind that looks like a ps4 analog stick
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# ? Jan 11, 2021 15:22 |
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So I was thinking about that holey mask that other guy posted today, and wondered what would happen if I invited some curve modifiers to my party. I ended up making an octopus tire!
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# ? Jan 12, 2021 00:25 |
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now make a dune buggy that can drive up glass walls
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# ? Jan 12, 2021 00:58 |
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Bluemillion posted:So I was thinking about that holey mask that other guy posted today, and wondered what would happen if I invited some curve modifiers to my party. lol nice
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# ? Jan 12, 2021 06:46 |
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Okay now it's getting interesting: Just gotta clean up that shading somehow. Might need to add some more geometry.
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# ? Jan 12, 2021 16:23 |
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in my post i explain exactly how to fix that. you use a data transfer modifier to copy the normals from a hidden copy of your object that doesn’t have any holes in it edit: you don’t need to add more geometry, that’s not the problem. the problem is all the ngons that get created. Doc Block fucked around with this message at 21:23 on Jan 12, 2021 |
# ? Jan 12, 2021 20:32 |
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Doc Block posted:in my post i explain exactly how to fix that. you use a data transfer modifier to copy the normals from a hidden copy of your object that doesn’t have any holes in it Uh, there isn't a version of the object without holes. There are no ngons. It's literally just this 16 face mesh run through a bunch of modifiers: Instead of modeling something and then punching holes in it, I modeled the holes first. Bluemillion fucked around with this message at 15:01 on Jan 13, 2021 |
# ? Jan 13, 2021 03:00 |
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incredible
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# ? Jan 13, 2021 05:55 |
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viscosity setting in blender alpha is a little buggy but cool https://i.imgur.com/qVj6yv5.mp4
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# ? Jan 13, 2021 06:32 |
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Bluemillion posted:Uh, there isn't a version of the object without holes. There are no ngons. It's literally just this 16 face mesh run through a bunch of modifiers: ah, ok. i thought you were using the method i posted, my bad. Jenny Agutter posted:viscosity setting in blender alpha is a little buggy but cool fully sick
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# ? Jan 13, 2021 09:11 |
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Doc Block posted:I didn’t know Blender had an option for CPU + GPU gpu compute in the render settings for cycles really just means use cuda or opencl or whatever, rather than a pure cpu pathway, which the only advantage of is being able to use the open shading language but 🤷♂️ i’m not coding poo poo
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# ? Jan 14, 2021 09:45 |
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MAKE MORE CORES https://giant.gfycat.com/OnlyCleanDeviltasmanian.webm
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# ? Jan 14, 2021 10:09 |
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my experience with rendering things is about 20 years old* so it blows my mind how fast it is now *and recently when I download jenny agutter's ball render for my handle and started playing with blender
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# ? Jan 14, 2021 15:20 |
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test render https://i.imgur.com/gjNzKk6.mp4
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# ? Jan 14, 2021 15:23 |
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Is this core Blender or flipfluids?
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# ? Jan 14, 2021 15:32 |
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blender 2.92 alpha, no extensions
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# ? Jan 14, 2021 15:34 |
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Jenny Agutter posted:blender 2.92 alpha, no extensions i geometry noded a table yesterday. v cool
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# ? Jan 14, 2021 17:34 |
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don’t GPU renders go faster if you use a larger tile size? people say to turn it up to like 256 for GPU renders. also don’t all the cool kids with RTX GPUs use OptiX, so Cycles can use the GPU’s ray tracing capabilities and the crazy fast OptiX denoiser
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# ? Jan 14, 2021 18:19 |
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Doc Block posted:don’t GPU renders go faster if you use a larger tile size? people say to turn it up to like 256 for GPU renders. I believe so about RTX but I don’t have one. just gtx. i can use optix but it’s no faster and you’re right about the larger buckets for pure GPU but i’ve mucked around and found 32x32 leads to best times while mixed GPU and CPU, apparently smaller buckets suits the CPU but smaller than 32 must introduce too much inefficiency idk 🤷♂️ it interests me as far as how it all works but i also don’t know poo poo Jenny Agutter posted:test render siiick
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# ? Jan 14, 2021 18:59 |
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lol animate the viscosity for incredibly unrealistic motion
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# ? Jan 14, 2021 19:00 |
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Jenny Agutter posted:test render It is very important that you model a fried chicken drumstick for this to pour over.
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# ? Jan 15, 2021 03:51 |
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spending a lot of time adjusting my mode noodles to not cross they should make a zachtronics game about node noodles
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# ? Jan 15, 2021 04:16 |
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https://gumroad.com/l/VthLyO cool...
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# ? Jan 15, 2021 04:20 |
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fart simpson posted:i geometry noded a table yesterday. v cool need to watch a tutorial on this, I couldn't figure out how to do anything cool with them
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# ? Jan 15, 2021 05:27 |
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# ? May 20, 2024 21:03 |
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sweet box cutter has some of those features, including the grid, but doesn’t look like it can do all of those things watching people use hard surface modelling tools is impressive, especially once you try yourself and realise how good they are lol
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# ? Jan 15, 2021 05:38 |