30 Days of Modeling

Forum Archive 30 Days of Modeling

Viewing 15 posts - 196 through 210 (of 339 total)
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  • #47332
    Jonathan Gonzalez
    Participant

      Here is my render for today:

      Put it through Substance Painter again. Only issue is I don’t know how to properly use a metallic + smoothness map in Blender. I’m used to using the texture output for Unity, so maybe I need to try something specific to Blender’s maps.

      #47333
      ciku-karugi
      Participant

        Long day, but I had to get this in. I got the inspiration from a grim reaper pic. I didn’t use the sub-surf this time (haven’t liked how my previous models looked with a sub-surf so I decided to do without it on this one). I like it without the sub-surf, I just smoothed it. Tried lighting again today.

        PS. When should you use the sub-surf and when should you not? Or is it a matter of preference for each individual?

        #47334
        William Miller
        Participant

          @ciku-karugi I always use a subdivision surface modifier. It makes the model look a lot smoother.

          #47335
          Phillip Capon
          Participant

            Just a small gardening tool, but I wouldn’t want to face it in a fight.

            #47336
            William Miller
            Participant

              For the first time in this challenge, I have sculpted!  I also tried to replicate a crack that was in the reference image.

              #47337
              spikeyxxx
              Participant

                @williamatics That crack is a nice touch!

                #47338
                smurfmier1985
                Participant

                  @williamatics bevel modifier and auto-smooth also gives nice smooth models..

                  #47339
                  numbernine
                  Participant

                    @jgonzalez Smoothness in Unity is literally just the inverse of roughness. I’m not sure why Unity decided to stick with that instead of roughness like pretty much everything else, but there you go. If it looks wrong you just need to invert it. iirc metallic / metalness maps are the same in Unity as everywhere else. Don’t forget to set any of the texture nodes in Blender (except the base color) to ‘non-color’, else the results can be slightly off. Another thing is that Blender uses OpenGL to calculate the normals, which flips the green channel I believe. I’m not sure which one Unity uses atm. You can choose between DirectX and OpenGL in Substance’s project settings.

                    Besides that, sometimes Unity’s renderer just makes the material look slightly different than in Substance / Blender, which just requires some tweaking.

                    #47340
                    ciku-karugi
                    Participant

                      @williamatics What if you want a rough edgy look? Can that be achieved by still using a sub-surf?

                      #47341
                      Jere Haapaharju
                      Participant

                        Basic nunchucks

                        #47342
                        Mona Loren
                        Participant

                          Here are these dangerous things.
                          The chain is not quite correct.

                          #47343
                          tanya
                          Participant

                            here is my attempt at nunchucks, the chain needs work, etc. but I learn as I go.   This challenge is proving to be more fun then I thought.

                            #47344
                            Jonathan Gonzalez
                            Participant

                              Last render for this week’s topic. 

                              #47345
                              spikeyxxx
                              Participant

                                Tried wooden handles, but found it too boring, so experimented a bit, trying ivory ones. Took a lomg time to render due to the SSS and I am not overly pleased with the result, but, for one day it’s sort of o.k., I think…

                                Now I’ll have to skip 4 days, because I’m going to Blenderland, but I’ll be back!

                                #47346
                                spikeyxxx
                                Participant

                                  @monaloren Apart from the chain, it’s a beautiful picture! I’m kinda jealous;)

                                  ( You could try Rigid Body Physics for the chain next time, there are many tutorials about chain simulations out there…)

                                Viewing 15 posts - 196 through 210 (of 339 total)
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