3D Computer Graphics General - "Hey guys welcome to another Blender tutorial" *deletes cube* "OK here's how to make a donut"

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Is there a way to prevent subdivision surface from turning your models to shit? I try to have good topology but sometimes it fucks me up the ass
You need control loops. It will depend on the model of course. Are you modelling with the modifier on at the start?, or adding it later?. Post example please.
 
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i want to find his little model
 
Hey everyone. Today I decided to mess around on Blender on my potato laptop to make wireframe 3d animations. Why? Because I have been watching demos of really early computer graphics. And I think that stuff is super cool. What was once the result of technological limitation is now an aesthetic choice. I cannot post my other animations as I already posted them on my private YouTube channel so that risks me doxing myself, but here's one I can share, a wireframe hallway.
 
Hey everyone. Today I decided to mess around on Blender on my potato laptop to make wireframe 3d animations. Why? Because I have been watching demos of really early computer graphics. And I think that stuff is super cool. What was once the result of technological limitation is now an aesthetic choice. I cannot post my other animations as I already posted them on my private YouTube channel so that risks me doxing myself, but here's one I can share, a wireframe hallway.
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Watched this recently, you may find it interesting.
 
Baking in Blender is incredibly fucking gay.
It's fine when you have a few objects, but anything more and it gets incredibly tedious. I've been using Simple Bake to help w/ this, though, I am wondering if anyone has any other remedy?
 
Started grinding through the tutorial package i posted previously. Started on the Space vfx package and the first 10 lessons are about creating planets.
The first planet, a lava planet, is uv image based. Using downloaded satellite images spliced together in krita, then overlapping layers and using them as masks to separate land and sea and colour variations.
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The second set of tuts were creating a procedural based planet. It was essentially a node crash course that taught me some cool tricks i was not aware of, such as light masking. The sun is parented by rotation to an empty surrounding the planet, when the sun is rotated the empty follows and creates the effect of the lights on the dark side and the atmosphere on the light side.
The whole model is a set of 4 uv spheres with multiple node groups creating land, sea, ice caps, rivers, craters, cloud layers, sky and lights. All easily manipulated by sliders and able to animate the various layers for all kinds of effects and variants.
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