Got ya. Thank you, MartinGPT. 😁
I’d say the bottom one in particular is too dark. That accentuates the shadows of the 3D effect of the letters, creating that dark outline Omar is talking about.
The materials look really good, I think, but it’s hard to see. What is your lighting setup like?
For renders like that I’d take full advantage of something we can’t do in real life: Light and shadow linking. You can use accent lights to highlight areas of importance without affecting other areas, same for creating shadows.
If you like the darker tones, don’t worry. That will be achieved by the colors of the materials. Even a well lit dark color can give you that darker feel to it. If you look up “dark business cards” you’ll find tons of examples of what I mean.
Maybe. But then again once I get into the millions of mm it’s easier to just switch to a different unit and go decimal.
The behaviour has been there forever. Remember seeing it a long time ago and just checked in 3.6 and it’s the same. Think I stumbled upon it because I usually work in mm and at some scale that just isn’t feasible anymore and produces errors like this too. Not that I know anything about what would cause this. 😁
I’m just gonna trust Martin on that.
The film grain group is new to 5.2.
It simulates analogue cameras like 70mm cinematic or super8. It’s rather specific. For a more generic or digital camera simulation the sensor noise still makes sense to use and offers more control over luminance and chromatic noise individually.
All wrong. Correct answer:
A chicken’s butt, when it’s eating.
The new color balance node that was introduced a couple version back is an abomination. Even with shift held down to the ground it’s way too sensitive and I miss the three color swatches side by side. Most downgrade in a long time for me.
Tip for using it: Dial the factor on the top back to 0.5. (Thanks, Adrian) Still not good, but at least a tad better.
Modifier stacks work from the top down, the order in which they are organized matters.
Your bevel is not working because it gets processed before the booleans do. You’ll need to move the bevel modifier below the booleans for it to have a chance to affect the holes.
With every version change there is a general overview video being released on Youtube that walks through all the changes.
Generally speaking I can understand your frustration with the constant changes, but I can assure you that will go away. Besides, the changes are mostly to the UI anyway, the underlying principles don’t change. Once you start getting a grip on the principles, you won’t have to change versions anymore and will be comfortable doing older tutorials with the newer versions.
It’s just a matter of comfort level that will increase as you go. The beginnings are tough but it will get much easier and you’ll likely reach a point where you won’t even think about version numbers anymore. 🙂
He’s changing the viewport shading at minute 7:47 to the red clay.
Looks good. Still some weirdness going on there. Like Martin said, if you want to upload the blend we can point you in the right direction.
That little thing aside it’s a great result.
Nice fiddling. 🙂
I agree with Martin. Materials, texturing and lighting are most essential for your next step. And you have a great scene from the modeling course already, which you can use to practise those skill.
Sculpting can be useful for many detailed objects, but it also takes a lot of practise. That’s why I’d keep it for later on. Materials and lighting can make or break any scene, that’s why I’d prioritize those.
Really great result. Worthy of carrying along to lighting, materials, texturing etc. 🙂
Great progress! You’re making big strides and kudos for trying stuff on your own first. 👍