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File: 3.jpg (45 KB, 1440x711)
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I'm sure 3 will do it!
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What’s the deal with the curved shape in the middle? Is it baked?
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>>606642
>Is it baked?
no. also it is not sculpted or boolean.

but every 3d soft can do it
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Did I do it right?
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I can't do the curved shape without using booleans, please help. The rest is easy.
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>>606648
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>>606647
Did you just do a correct perspective in Photoshop? Man…
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>>606650
in GIMP
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>>606634
took me a bit to get that bowl correct.
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Is this better? I'm sorry but the quake engine doesn't really like spherical anything.
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>>606667
>Quake engine
WOAH
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In fact I think this is the theoretically best representation of a shere you can ever have in the quake engine.
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>>606674
>FPS: 8
are you on SNES?
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>>606683
No. I'm on a Raspberry Pi but those are screenshots from a replica of the Quake 2 engine written in python. It's my current project.
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>>606654
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You can do it without bools but you're better off doing it with them I think.Geometry gets about as messy either way.

At least I think I managed to do it without.
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File: 340tris.png (75 KB, 1635x860)
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I claim the lowpoly price. 340 tris, no subdiv
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>>606740
FWN I see? Good job, I was considering doing the same.
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>>606741
FWN is the hardest thing I've ever come across in 3DCG. Maybe because I can't find a decent tutorial on it.
>inb4 someone links to the first search result that I've already seen
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>>606741
>>606742
I'm the guy who posted the pic, what is FWN?
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>>606742
Really? I grasped it pretty easily myself... The tutorial by Arrimus and the info from that one forum were enough for me.

>>606748
I'm surprised you did it without knowing the terminology, it's Face-Weighted Normals, where you chamfer the edges on a hard surface mesh and alter the normals to maintain flat faces with rounded corners, while keeping everything in one smoothing group. The normal editing tools in most programs are shit, so you need a script if you want to make anything more complex than basic shapes, so it's usually something that you don't discover by accident.
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>>606750
Just never heard of it by that name. You don't run into many artists that actually do it.
Blender has this "Mesh Data Transfer" that, if you're smart about it, can apply FWN on any mesh with little effort.
I have a programmer background so I knew what these were before I started modelling.
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>>606752
>Mesh Data Transfer
Based on the name I'm guessing it's like normal thief in Max or attribute transfer in Maya, which is definitely one way to do it, but a little old-fashioned. Blender has a plugin called Y.A.V.N.E. which gives you more control over the smoothing, and I do it with a "normals from faces" script in Max, or the weighting script when I want a softer look and don't feel like manually selecting polys.
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It's just one extrude and one boolean, who CANNOT do this?
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>>606754
That YAVNE has a shitty manual and no tutorials on YT.
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>>606762
Welcome to FWN. There is no good central point of refrence for anything, as it's a pretty "new" thing in so far as being a modeling technique, even though the concept is pretty old and has been used forever in shading foliage.
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>>606754
Didn't know about YAVNE. Just downloaded and gave it a shot. Super easy and nice tooltips. Guess I'll be using this from now on, thanks :)
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Is this it? I have no clue what all of those shading options in the dropdown mean. I selected a box > uniform > click plus icon. Then face area on flat faces > click plus icon. I'm not sure I fully understand it.
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>>606768
I actually don't see any difference, fuck me...
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>>606756
OP here, It's not Boolean tho.

here are the wires. none of you have used crease )))
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>>606762
>>606765
>>606767
Guys, have you tried out the GSOC Normal tools build?
It is sadly still not included in Master and will take a while, but the tool is complete and usable.
https://drive.google.com/file/d/0B9gCAchc4CLIX3ExYzNPT1pablk/view
From this thread:
https://blenderartists.org/forum/showthread.php?427746-GSoC-2017-Normal-Editing-Tools/page10&highlight=gsoc+custom+normals
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What are the differences between FWN and baking a bevel shader?
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>>606793
FWN doesn't require baked data. Vertex normals are present in your mesh either way, you just adjust them.
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>>606796
I know, but is one better than the other apart from that?
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>>606797
You could bake an inexistent geometry to make it look like it's there, thanks to the light.

or edit normals to correct the shading on existing geometry

btw, I don't do much hard surface, so you may wait for other replies.
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>>606797
With FWN you don't need a normal map to have nice corners and edges, so you use less memory.
Then you can use a tileable normal map which means you have high texel resolution on the object everywhere (good for big objects).
Star Citizen uses this workflow so they have high resolution textures everywhere on their huge spaceships.
A baked bevel shader needs a proper UV and an normal map, with FWN you could get away with no normal map and a cheap tri-planar projection for your tileable textures.
FWN only makes sense in an realtime engine.
Bevel shader falls apart if you get too close or the texture resolution is too small.
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>>606797
It kinda depends on the nature of your mesh, like the density of detail and overall size. Be aware that there's no reason you can't utilize multiple methods for building a single object, for example in The Order 1886, what they did was use FWN for large-to-medium scale objects like furniture and other environment pieces, and baked normals for smaller, fancier bits like door handles and lighting fixtures; stuff where it would take too much geometry to properly model out and would be too small on screen anyway.

In the case of hard surfaces where there isn't much going on between edges, it's a waste to use a normal map that doesn't end up doing anything over 90% of its surface. If you're adamant about utilizing normal maps to create smoothness and/or detail, read about trim sheets.
Basically a trim sheet is a texture containing strips of normal detail of varying widths that you can map to your surfaces and reuse ad nauseam: for example, you can make panel lines on your Sci-Fi asset just by running polygon strips over it with a map assigned that represents a groove, even if the line is curved you can just straighten it in UV space and the line will follow along. Same goes for smoothing edges, just grab your surfaces and UV map them to a strip that has rounded corners. You can get away with using a single texture for a ton of assets this way, and if you keep your strips standardized, you can even swap strip sets to create different pallets for your objects, as they did in Sunset Overdrive.
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>>606742
Bro, you don't need a tutorial, it's literally as easy as chamfering then applying script. That's it.
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>>606780
I thought it was a floater this whole time, dang
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>virgin mesh
>Chad NURBS
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pfft, childs play. Another victory for blender
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>>607031
Is that Blender?
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>>607049
looks more like zbrush, judging by the brushy thing
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>>607031
lol, NO! you changed hue in photoshop >>606780
)) turned the photo around and reshaped it like you did in >>606647 here

another victory for Blender, I guess ))
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File: blender wins again.jpg (334 KB, 1329x711)
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>>607055
how dare you slander me like that. I would never do anything of the sort.
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>>607058
Uh-huh…
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>>607074
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>>607094
Blandr strikes again.
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>>607094
Is this the new 2.8 redesign? Looks damn good.
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>>607094
best post i've ever seen on this board.
i give it a 9/11.
this should be in the sticky.
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>>607094
Somebody go on a Blender forum, post this picture, and ask, “My Blender looks like this when I open it, what is going on?”

Bonus points if it has window decorations and a full desktop in the background.
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>>607143
Best place to post it? not familiar with blender forums.
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>>606634
too late already failed
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>>607094
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>>607252
fug
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Objectively the worst humor on 4chan. Not even /v/ can surpass this cringe.
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>>607274
>t. buttsore blendlet
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i dunno
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>>607252
wow... just wow
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>>607252
I don't frequent Blender forums, but this looks like a good place: https://blenderartists.org/forum/forumdisplay.php?7-Support
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