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🧵 ITT: Embarrassing things you used to do as a beginner
Anonymous at Fri, 25 Jun 2021 05:00:31 UTC No. 835208
>Want to make palm tree
>Have to make the leafs now
>Haven’t learned the simple task of UV editing and texturing
>Decide to make it out of polygons
>Decide to make it all one polygon
>Decide to extrude every single leaf blade one at a time
>Decide to model one palm frond at a time
>Still looked like shit
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Anonymous at Fri, 25 Jun 2021 07:05:45 UTC No. 835228
I thought that you painted the texture first then fit the UV around it later
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Anonymous at Fri, 25 Jun 2021 07:52:02 UTC No. 835240
>modeling a couch
>make edge loops for the seats and arms
>pull them out
>no, not extrude
>pull those bitches out
>clipping, normals inverted to hell and back
>proud of it
>render
>???????
>eldritch abomination with no UVs
Anonymous at Fri, 25 Jun 2021 10:26:36 UTC No. 835259
>>835208
used to browse /3/
Anonymous at Fri, 25 Jun 2021 10:30:58 UTC No. 835260
>>835208
I used blender
Anonymous at Fri, 25 Jun 2021 11:15:54 UTC No. 835265
>>835260
What a faggot, lmao.
Anonymous at Fri, 25 Jun 2021 15:35:33 UTC No. 835304
lies 25 yrs in the past but I've build models and scenes so messy they significantly slowed down rendering during production earning me multiple rebukes n talks with a lead artist
I hate phoneposting
Anonymous at Fri, 25 Jun 2021 15:36:57 UTC No. 835306
lies 25 yrs in the past but I've built models and scenes so messy they significantly slowed down rendering during production earning me multiple rebukes n talks with a lead artist
I hate phoneposting
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Anonymous at Fri, 25 Jun 2021 18:47:10 UTC No. 835343
I used to care about keeping quads on flat non-deforming surfaces that wouldn’t be subdivided. Making a cornhole board would’ve taken me half an hour as I tried to keep quads
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Anonymous at Fri, 25 Jun 2021 18:58:56 UTC No. 835345
>>835208
It's okay anon.
I did the same thing too, well kinda.
I did one leaf and then made a tree out of it, but it doesn't make it any less retarded.
Each tree is 500k verts. Pretty much unusable in a large scene with a bunch of trees. I could always instance, but it's still a lot of geometry for a tree.
Palm trees are retarded.
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Anonymous at Fri, 25 Jun 2021 19:06:45 UTC No. 835347
>>835345
Actually, digging through some older files, looks like I did have the intelligence to make alpha planes out of them.
Though it's still makes scenes pretty heavy, not with geo, but a bunch of alpha planes can really bog shit down.
Anonymous at Fri, 25 Jun 2021 21:17:34 UTC No. 835362
It’s embarrassing but not retarded
I practiced making organic shapes by modeling sextoys. Anal beads, fleshlight lights, dildos, etc. sextoys are a good category of objects to practice with
Anonymous at Fri, 25 Jun 2021 21:54:11 UTC No. 835369
>>835362
Really though?
I feel like it's as good practice as learning those lathe operations to make chess pieces.
You can make millions of sex toys with just a curve profile.
It doesn't seem like there's much to learn there.
Anonymous at Fri, 25 Jun 2021 22:50:06 UTC No. 835377
>>835347
How would you do it now?
Anonymous at Sat, 26 Jun 2021 00:15:07 UTC No. 835384
>>835208
Exporting 8k textures from SP and still getting mad because I couldn't get the texture on the model to look sharp enough. It was an entire building I tried to texture uniquely with a single UV set.
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Anonymous at Sat, 26 Jun 2021 00:21:46 UTC No. 835385
>>835377
I'd do it the same way probably.
Reading the OP made me remember that I did the same thing, but I guess I misremembered about doing the alpha planes.
So yeah, using alpha planes definitely was the way to go in terms of performance, but you're gonna run into issues using a bunch of layered alphas on any GPU just because of how it fucks with draw calls.
Apparently as well I was being retarded and using an 8k map, so that probably had some influence on it as well.
In any case, figured I'd share the texture anyway. It's just a 2k normal map with an alpha channel, since I wanted to be able to color the leaves procedurally.
Plug the normal map up, and use the alpha for alpha and it should work fine. Though I probably fucked up the normal bake.
Anonymous at Sat, 26 Jun 2021 00:30:24 UTC No. 835387
>>835347
Leaves colors run in a limited gamut of green and yellows, would it be cheaper in performance to use a gif with an indexed transparent color?
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Anonymous at Sat, 26 Jun 2021 01:53:53 UTC No. 835395
>>835387
You're right, but when I was first going about using it, I wasn't just focused on greens/yellows, more weirder colors like Red or Infrared. I know it's a simple thing to just put the color info into the texture, but it didn't really seem all that necessary to me.
But yeah, the alpha issue doesn't really have anything to do with how the colors work. It's how GPUs calculate the scene. I might have this backwards (or completely wrong), but when you render something with a GPU, it shoots rays out from the camera, but with alpha textures it has to calculate those backwards. Which makes things slower.
I did a quick test with the smaller res texture, and it seems that having an 8k map was contributing a lot to the slow down. Good thing this is an embarrassing things thread.
Anonymous at Sat, 26 Jun 2021 02:09:10 UTC No. 835396
>>835395
The thing that's killing your performance is all that empty space in your leaf planes, the GPU is spinning it's wheels doing complex calcs for a lot of 100% transparent surface area. Trim that down and if possible use a cutout/masked transparency shader.
Anonymous at Sat, 26 Jun 2021 03:41:53 UTC No. 835409
>>835396
I'm using an alpha clip, so it shouldn't be calculating all that.
It's either on or off.
Anonymous at Sat, 26 Jun 2021 05:57:08 UTC No. 835427
>>835409
no
look up overdraw
https://80.lv/articles/creating-nex
Anonymous at Sat, 26 Jun 2021 13:00:36 UTC No. 835466
>>835395
What's the resolution of your leaf textures? Seems pretty damn high
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Anonymous at Sat, 26 Jun 2021 13:46:53 UTC No. 835471
>first sculpt
>cthulhu
>don't know about alpha and curve brushes
>make tentacles out of base spheres like a retard
>sculpt on tentacle suckers by hand
>pic related
later I did find out about alphas and rest of the details were done with em
Anonymous at Sat, 26 Jun 2021 21:35:34 UTC No. 835523
>>835208
>Embarrassing things you used to do as a beginner
Hmm, lemme think.
Not caring about co-planar polygons maybe ?
Anonymous at Sun, 27 Jun 2021 00:58:18 UTC No. 835527
>>835228
What, I'm not supposed to do that?
Anonymous at Sun, 27 Jun 2021 02:17:32 UTC No. 835535
>>835527
anon I....
Anonymous at Mon, 28 Jun 2021 18:46:58 UTC No. 835779
>huge asset with a shit ton of mesh
>select everything
>open uv
>automatic uv
>job done
Anonymous at Mon, 28 Jun 2021 19:04:40 UTC No. 835781
>>835523
Unless those polygons were going to be subdivided or deformed, why should you care?
Anonymous at Fri, 2 Jul 2021 22:57:56 UTC No. 836695
>>835523
literally what is wrong with this if they are all tris or quads?
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Anonymous at Fri, 2 Jul 2021 23:49:35 UTC No. 836702
>>835208
>t. self thought faggot
>first learn about retopology
>try to retopologize a super detailed monster
>bust my carpals
Anonymous at Sun, 4 Jul 2021 23:39:20 UTC No. 837082
I took a monthlong break to try to reset my brain on 3d modeling but I only came out worse