3D Computer Graphics General - "Hey guys welcome to another Blender tutorial" *deletes cube* "OK here's how to make a donut"

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received_358382116812225.webp

i want to find his little model
 
Hey everyone. Today I decided to mess around on Blender on my potato laptop to make wireframe 3d animations. Why? Because I have been watching demos of really early computer graphics. And I think that stuff is super cool. What was once the result of technological limitation is now an aesthetic choice. I cannot post my other animations as I already posted them on my private YouTube channel so that risks me doxing myself, but here's one I can share, a wireframe hallway.
 
Hey everyone. Today I decided to mess around on Blender on my potato laptop to make wireframe 3d animations. Why? Because I have been watching demos of really early computer graphics. And I think that stuff is super cool. What was once the result of technological limitation is now an aesthetic choice. I cannot post my other animations as I already posted them on my private YouTube channel so that risks me doxing myself, but here's one I can share, a wireframe hallway.
wireframe_hallway0001-0250.mp4
Watched this recently, you may find it interesting.
 
Baking in Blender is incredibly fucking gay.
It's fine when you have a few objects, but anything more and it gets incredibly tedious. I've been using Simple Bake to help w/ this, though, I am wondering if anyone has any other remedy?
 
Started grinding through the tutorial package i posted previously. Started on the Space vfx package and the first 10 lessons are about creating planets.
The first planet, a lava planet, is uv image based. Using downloaded satellite images spliced together in krita, then overlapping layers and using them as masks to separate land and sea and colour variations.
1000027039.webp
 
The second set of tuts were creating a procedural based planet. It was essentially a node crash course that taught me some cool tricks i was not aware of, such as light masking. The sun is parented by rotation to an empty surrounding the planet, when the sun is rotated the empty follows and creates the effect of the lights on the dark side and the atmosphere on the light side.
The whole model is a set of 4 uv spheres with multiple node groups creating land, sea, ice caps, rivers, craters, cloud layers, sky and lights. All easily manipulated by sliders and able to animate the various layers for all kinds of effects and variants.
1000027040.webp
 
So I have not touched a pc for a good few weeks due to travel, and inspired by certain places I visited I decided to use that influence to create something as a work in progress and learning tool.
Mainly was inspired by two things, the roof structures and the mossy ground.
I am quite pleased with the roof, it is a series of array modified instances, with the cylinder/arches being one set, and the flat tiles being another set of simple plane.
The roof was moulded using the cubic interpolation methods as posted before in Ian Mc Glashams video, used as a template and the array strips projected onto face using snapping.
The grassy moss is far too shiny and doesn't give off the spongey feel I want and looks plastic, and need to go along the waterline with some muddy texture for realism as the hard edge is very fake looking.
Had a few disasters with forgetting to save after long periods and had 2 crashes which caused me to lose a lighting set up I just cannot recreate for some reason, but hey ho. just learning as I go.
Shrine, platform, and terrain created from scratch, rocks and trees and tori gate just dloads to fill the scene out.
looking to add more plant life to the water and ground, maybe dragon flies and some wind effects causing some motion.


Or might just fuck it off and go onto something else like always.
 
Última edición:
So I have not touched a pc for a good few weeks due to travel, and inspired by certain places I visited I decided to use that influence to create something as a work in progress and learning tool.
Mainly was inspired by two things, the roof structures and the mossy ground.
I am quite pleased with the roof, it is a series of array modified instances, with the cylinder/arches being one set, and the flat tiles being another set of simple plane.
The roof was moulded using the cubic interpolation methods as posted before in Ian Mc Glashams video, used as a template and the array strips projected onto face using snapping.
The grassy moss is far too shiny and doesn't give off the spongey feel I want and looks plastic, and need to go along the waterline with some muddy texture for realism as the hard edge is very fake looking.
Had a few disasters with forgetting to save after long periods and had 2 crashes which caused me to lose a lighting set up I just cannot recreate for some reason, but hey ho. just learning as I go.
Shrine, platform, and terrain created from scratch, rocks and trees and tori gate just dloads to fill the scene out.
looking to add more plant life to the water and ground, maybe dragon flies and some wind effects causing some motion.
0001-0060.mp4
a360 test.mp4
Or might just fuck it off and go onto something else like always.
The natural next step to this render is to go from a neutral lighting setup to one which emulates an orange/purple sunset (that would be stunning and very "aesthetic")
 
Does anybody have a good checklist of babby's first add-ons for blender? I already got shit like QuickMenu. I want to dick around with more.
I have a friend who gave me loads of stuff like Hard ops and machine tools etc, and I never use any of them. lots are task specific or just made for shortcuts. I found it best to learn to use the software vanilla first before tuning it up. The only few that I have constantly used from the menu are loop tools, blender kit and node wrangler, and today I tried to install one called Deep bump- ( insta creates normal maps from 2d images) but it wouldn't work and kept failing to install, so I just learned to make them from scratch and it was a piece of piss and taught me something new, then used that new tech to throw together a test animation. have used one called Rigify when I was learning to rig and animate models, and another called Ucupaint that lets you draw on models and have multiple layers for creating textures and details.
 
I have a friend who gave me loads of stuff like Hard ops and machine tools etc (...) today I tried to install one called Deep bump- (insta creates normal maps from 2d images) but it wouldn't work and kept failing to install, so I just learned to make them from scratch (...)
Actually, I was looking for more about normal maps in particular! Frankly, I just have no idea where to really start... What resources did you use to learn more about them? I prefer written tutorials but I guess I'll take videos too.
 
Actually, I was looking for more about normal maps in particular! Frankly, I just have no idea where to really start... What resources did you use to learn more about them? I prefer written tutorials but I guess I'll take videos too.
I just type "how do you do (X) in blender" into my search engine (Brave), or Youtube and then check out a few of the results.
Usually the AI will spit out a paragraph that is useful, or link me the subsection of the blender manual.


The Normals i am no expert on but best way i can describe it is the "Direction of Reflection". So the images on that coin render are tricking the light to create the illusion of geometry on a flat circle.
The process to create the Normal maps is simple and i set up a project file called "Normal map printer" so now i can just load it up, swap the image texture out and hit render.
 
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Actually, I was looking for more about normal maps in particular! Frankly, I just have no idea where to really start... What resources did you use to learn more about them? I prefer written tutorials but I guess I'll take videos too.
Once created you just drag the image into the shader node tree on a new material, hook up to a "Normal" node and plug into the purple slot of the bsdf rather than the yellow (colour). Vid rel- https://youtube.com/shorts/d1FJxanzH-s
If misaligned image, press CTRL+T on the dragged in image node-with Node wrangle enabled, to create mapping nodes to adjust location/scale/rotation.
Good luck.
cobesnormal.webp
 
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