elizabethtasker,
@elizabethtasker@mastodon.online avatar

A quick box model this morning in ! Anyone recognise the shape?

It needs to be as low poly as possible (for ), and the circles do look a bit blocky. I was thinking of creating a high resolution version, baking the normals, and using these for the blocky version.

elizabethtasker,
@elizabethtasker@mastodon.online avatar

Y'all failed! But to be fair, I didn't really think you'd get it 🤣

It's actually a 3D version of the logo for @futuremeetings, which is the group I work with for designing better online event spaces for academia.

Here's a version coloured in (which took me more time than I care to admit....)

grb090423,
@grb090423@mastodon.social avatar

@elizabethtasker @futuremeetings

Yes. Not a chance 😂😄

elizabethtasker,
@elizabethtasker@mastodon.online avatar

@grb090423 @futuremeetings But NOW you might remember it 😂

grb090423,
@grb090423@mastodon.social avatar

@elizabethtasker @futuremeetings

Yes indeed! 😁👍

olm_e,
@olm_e@tchafia.be avatar

@elizabethtasker have you checked the "auto-smooth" parameter (in object menu) ? it should render those curved surfaces with smoothness while preserving the borders sharp

elizabethtasker,
@elizabethtasker@mastodon.online avatar

@olm_e I think that's moved into the modifiers in Blender 4.1. It does look good! But there seems no way to export this as a normal map.

olm_e,
@olm_e@tchafia.be avatar

@elizabethtasker
ha yes in 4.1 it's "shade smooth by angle" in the object menu, and normally (!) you don't have to export the normal map, it should keep that info in the normals (when applied if as modifier)

elizabethtasker,
@elizabethtasker@mastodon.online avatar

@olm_e I'm exporting the whole object to use in VR, so the normal map needs to be exported as a texture.

elizabethtasker,
@elizabethtasker@mastodon.online avatar

@olm_e And it's actually linked to the geometry nodes, so it doesn't "apply" like a normal modifier :/

elizabethtasker,
@elizabethtasker@mastodon.online avatar

@olm_e WAIT. It does seem to export the results from "shade smooth by angle" on the resultant .fbx file!

WOW. Thank you!!

olm_e,
@olm_e@tchafia.be avatar

@elizabethtasker you're welcome
the normals of the objects also include info of smoothing, so for basic things no need for a additional normal map, which is used to add additional details at the level of the texels (texture pixels) so you can have a low poly object with high details "faked"

elizabethtasker,
@elizabethtasker@mastodon.online avatar

@olm_e Interesting! I did not realise that anything that wasn't obviously part of the mesh would be reflected in the normal, without the use of a normal map.

I've just checked the result in VR and works brilliantly: looks a whole lot better. Thanks so much again!

grb090423,
@grb090423@mastodon.social avatar

@elizabethtasker

Lol, a wide variety of other thoughts but JWST was the first thing in my mind.

SaguaroLynx,
@SaguaroLynx@c.im avatar

@elizabethtasker

That looks vaguely similar to the locking mechanism for the main hatch on an Apollo Command Module.

8- )

( I learned about this via a poly-collaborative effort to reproduce the hatch from CAD files, led by Adam Savage's "Tested" series, 4-5 years ago in honor of the 50th anniversary of the 1sr moon landing. :- )

elizabethtasker,
@elizabethtasker@mastodon.online avatar

@SaguaroLynx Oh cool!!

conflummoxed,
@conflummoxed@mastodon.social avatar

@elizabethtasker - A wheel for a rover? (Which might well play 45 RPM records, too, because it really does look like one of those adapters.)

elizabethtasker,
@elizabethtasker@mastodon.online avatar

@conflummoxed A lot of people made that guess!

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