Ivaldi3D avatar

Ivaldi3D

@Ivaldi3D@kbin.social

3D artist. Blender, Substance, and Unreal are tools of the trade.

Ivaldi3D,
Ivaldi3D avatar

Right in the nostalgia. And then this video became a part of Jeopardy and that was the best thing ever at the time.

Ivaldi3D,
Ivaldi3D avatar

Same!!! I probably used it about 20 years ago and, until this post, had completely forgotten it existed. Holy crap how time flies. I can't believe it's still a thing and going strong.

Ivaldi3D,
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Oh, I'm very excited for this. A dark sci-fi investigative game would be absolutely amazinig. Blade Runner, in my opinion, is an uptapped well.

Ivaldi3D,
Ivaldi3D avatar

Reminds me of the time I ran Descent into Avernus and my party conversed with Jander Sunstar, a vampire, long and hard enough that I didn't have the heart to make him turn into dust as the module said. He was freed and pledged his loyalty to the party. I had him show up a couple times to do cool vampire things to the party's love and awe. It just reinforces my belief that Rule of Cool is above all. We're all 9 year olds at heart.

Ivaldi3D,
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Mojang is a pretty big player that has jumped ship. I'm just wondering if this might be a catalyst for others that have been on the fence about leaving.

Ivaldi3D,
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The biggest competitor to Star Citizen right now is Elite: Dangerous. I've played it a lot and it's pretty good. You can play solo or online, too. It can feel a bit slow and it doesn't hold your hand when it comes to learning how to play. There's combat, trading, and exploration. Also pretty active communities online.

If you want to go back in time a bit, there's also the X series from Egosoft that's spanned back many years. There are a few installments and more is being developed. These games are definitely more colorful in several ways than Elite: Dangerous. More of a focus on the Rule of Cool than trying to be real sims.

Haven't played Star Wars: Squadrons, so I don't know the state of the multiplayer side of things. It does offer a solo story mode, apparently. May be worth looking into.

Every now and again I'll think about games like Freelancer, Freelancer 2, X-Wing, and the Wing Commander franchise for straight sit-in-cockpit combat action. Those are very old- early Mid 1990's to early 2000's. If you feel like something retro and can run them, those are options. I wish we had more games styled after those early space sims.

Ivaldi3D,
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Great QoL stuff. I'm most excited that you can finally pack concave UV islands more efficiently. That in itself is going to speed up my work by a lot.

Ivaldi3D,
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Online gaming would be so much more fun if this behavior was more common.

Ivaldi3D,
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This is, hands down, the best thing I've seen all week.

Ivaldi3D,
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Snagged Neverwinter. Thanks for the info.

Ivaldi3D,
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Regulations (or lack thereof) aside, I would never crawl inside that thing if my life depended on it. I couldn't imagine shelling out stacks of cash to sit inside that tin can. I was shocked when I first saw videos. How could a potential patron look at that and go, "I'm okay with this."

I don't think they're going to locate the wreckage for a long time to come. And I think it's safe to assume that, at this point, there are no survivors.

Ivaldi3D, to blender
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Was taking a break from making Unreal Engine assets and decided to make a dino and set up a render. It's itchy business.

Ivaldi3D,
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I am so super happy this turned out to be good. The franchise's games have been like flipping coins when it comes to quality. I can't wait to play it.

Ivaldi3D,
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I really hope they come through. Don't own a PS5 yet but played the demo the other day. Reeeaaally considering spending money I don't have just to play FFXVI.

Ivaldi3D,
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I play Stay every day with my cat. I wouldn't play a simulator of things I can do in real life.... right? (Yes, I would)

Ivaldi3D,
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I'm just imagining river fishing in bikinis. There's a minigame where you swat mosquitos before they bite you.

Ivaldi3D,
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It honestly depends on my mood. But my very first thought was Divinity: Original Sin 2. Haven't played it in a hot minute.... might go reinstall.

TIL that the longest work of literature is a fanfiction called "Loud House Revamped"

The fanfiction is currently above 16,777,215 words (we don’t know the word count because fanfic.net uses 24-bit integers to count the amount of words and this fic surpassed the computational limit), and is 2000+ chapters. It is written by Jamesdean5842 and is still being written to this day....

Ivaldi3D,
Ivaldi3D avatar

Reading through that TVtropes page was one wild ride.

khamurai, to blender Swedish
Ivaldi3D,
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@khamurai That's insanely cute.

Ivaldi3D,
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For me it was sheer stubbornness that got me through. Realistically, it's important to know that a model is made up of a series of very different kinds of tasks. When I was learning, I focused on only one of those tasks at a time. For instance, I would just sculpt for a while and became familiar with those tools. Then, when I felt I had a good handle on that, I asked "What's next?"

Sculpting, Hard surface modeling, retopology, UV unwrapping, texturing, shaders, rigging, renders... Pick one thing and forget the rest for the time being. It becomes a lot easier to handle and learn when you're looking at Blender with blinders on. You can't really get around using tutorials because learning this software is like climbing a vertical wall for someone that hasn't used modeling software before. But it can be a lot easier finding tutorials and answers you need when your scope is narrowed down to doing one specific thing at a time.

So, figure out the steps for whatever pipeline you're interested in. Then break those steps down and work to understand them one at a time.

Ivaldi3D,
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I don't know what it is about this render, but I find it very cute.

beeoproblem, to blender
@beeoproblem@mastodon.gamedev.place avatar

Still am very new to actually getting good topology on models.

I want to fix this nasty light artifact where a bunch of perpendicular quads meet but I'm not quite sure how to do it

Ivaldi3D,
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@beeoproblem

To add to @bored_pistachio

I can't tell if you've used smooth or flat shading on the model. Flat shading can clear up artifacts like that. That can be found at (Object mode - Object - Shade Flat).

If you need some parts of the model to have smooth shading and others with flat shading, you can mix/match by:

  1. Shade the entire model smooth in Object Mode. (Object mode - Object - Shade Smooth)
  2. Mark edges as sharp. (Edit mode - Select Edge - Ctrl+E - Mark Sharp). Mark Sharp will give edges a hard appearance.
  3. Turn on Auto Smooth. (Properties panel - Object Data Properties - Normals - Auto Smooth) You can also use the handy slider here to automatically apply smooth or flat shading depending on the angle between faces.

If that doesn't do it, this artifact might also be because vertices aren't perfectly aligned with one another. For polygons to shade property, especially large ones, they need to be "flat". Imagine if you have this polygon sitting on a tabletop in front of you. Are all four corners touching the table like a flat piece of paper? If this polygon is aligned to the grid in any capacity, it should be easy to check.

  1. Enter edit mode.
  2. Select two or more vertices that are supposed to be aligned on an axis. For this polygon, I'm making the assumption that the Z axis is the one that we'd be checking. I'd first select the vertices that make up the edge on the left.
  3. Scale to 0 on the X and Y axis. (S+X+0) then (S+Y+0). Doing this doesn't bring both vertices to 0 on the grid. Instead, it makes both vertices meet in the middle of wherever they're currently positioned. First do the X axis, then on the Y. This should align those two vertices so they're perfectly vertical- straight up and down on the Z axis.
  4. Do the same for the vertices that make up the edge on the right side of the polygon.

When you have a lot of edges that should be aligned to the grid in some capacity, this is a way to make sure everything is square. If it clears up the artifact, it would be good practice to go back and do the same for entire mesh as a whole. This works for all axes and not just Z.

Lastly, the fewer vertices you have, the better. If you can slide (Double tap G) and merge vertices to create fewer polygons, that's great. If you have something that's supposed to look like a singular flat surface, try to make that surface just a single polygon wherever possible.

I know I probably didn't explain any of this well. This stuff is better shown than written out.

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