Also, from your suggestion, I was practicing using geonodes to scatter some grass blades for a hill scene with my house, but it just bogged down the computer too much and just crashed it every time, so I don’t think that is a great application, and I should have just used a displacement map, but I wanted to explore possible uses, but I am slowly learning geonodes, how are you, haven’t seen you around in a while.
Don’t know much about Geonodes, but when I use particle systems with instances of Geo for grass, they bog down the computer in the view port, but render fairly quickly. And if I turn down/turn off children in the view port the slow down is greatly mitigated. Is there something similar in GeoNodes?
Maybe a normal map, if you don’t get too close? I think (never tried it) that displacement could have a vertex count that would get to the bogging stage pretty quick to get decent looking grass.
Maybe a normal map, just one of those texture packs, because I feel for render practice it would be good to kitbash, at least for a bit, but by then I would probably be pulled to the darkside, so I don’t want to start.
And I quess you could consider what I did a little bit of kitbashing, but I have since made my own textures for my smg.
Not even for cookies? You’re a stronger man (metaphorically) than I. Grass is kind of where I draw the line on “make everything myself.” Good luck.
Your meaning, grass is okay, or isn’t?
I don’t usually make my own grass, is what I mean, because it’s never the focus of the pieces I make. I have done it a few times, using various techniques, so I can. I choose not to.
Nothing wrong with doing it yourself.
Yeah, I really like your characters, I wish I could sculpt stuff like that, but I just don’t understand it, I am a perfectionist in art so I cant do approximately/brushstrokes, I don’t understand how to do it.
I sculpt then retopoligize because I get better results that way. You might enjoy box or edge to edge modeling more, if you really want to get into organics.
I really like this model.
I love the shape of blunderbusses. It’s steampunk, and I can resonate with it.
I’d say stick with that shape (I especially like the sights).
What is that, haven’t heard of that technique? I don’t know if organics is the thing for me though, because I dislike them in general, but I very much respect the people who do and get amazing results.
Box modeling is starting with a cube/basic shape, then extrude, add loops, and shaping. I’m not any good at it, so I don’t use it much on complex things like characters, but a lot of people get good results with it.
Edge to edge is similar to retopology, only without the sculpt to follow, laying out the edge loops, shaping them, then connecting those.
No pressure from me to make one if you don’t want to. If you ever decide you do, there’s a fair few tutorials online that explain both in more detail.
Oh, that is all I do, I guess all my models are box modeled.
Minor changes made to my gun, including adding detail in the trigger area, and adding a charging handle.
Update:
Attempred 3D print of my subdiv spaceship (I need a better name) but it failed
Here is a photo of it:
I have come to the conclusion that if I want to 3D print something I need to design it from the get go to be 3D printable
That definitely helps. But 3d prints can also fail even if the digital mesh is “perfect.” Sometimes things just go wrong.
I am pretty sure that there is a slight issue in the mesh in the middle, where it is printed on, and that made it fail.
I have a couple updates,
A rock texture I found on accident, was incredibly easy to make:
Just noise plugged into the displacement