🧵 How do you make good mats in Blender?
Anonymous at Fri, 8 Dec 2023 17:57:17 UTC No. 966532
I feel like everything provided by Blender is PURELY for realism,
I can't figure out for the life of me how to make picrel look any better, I've already improved and optimized the mesh as much as I could
How exactly are you supposed to improve materials? I've tried looking for preset and shit on marketplaces but I really don't fucking know
Could also be bc I need to use another render engine but I'm even more clueless about that
Anonymous at Fri, 8 Dec 2023 17:59:26 UTC No. 966533
>>966532
Maybe it’s blender fault and you should stop using it. Material won’t change the fact that blender sucks at making cartoon characters.
Anonymous at Fri, 8 Dec 2023 18:08:38 UTC No. 966534
>>966533
What should I use then?
Anonymous at Fri, 8 Dec 2023 18:59:46 UTC No. 966540
>>966532
what do you feel your materials are currently missing?
Anonymous at Fri, 8 Dec 2023 20:02:26 UTC No. 966544
Bugmen in charge of developing 3d software do only care about realism, because they are driven by corporations willing to exploit cheap outsourcers doing easily interchaneable assets.
Anonymous at Fri, 8 Dec 2023 21:22:52 UTC No. 966552
>>966540
I know I obviously can't get on Nintendo's level but this is pretty much just a diffuse BSDF, not that great
Anonymous at Sat, 9 Dec 2023 00:07:52 UTC No. 966557
>>966552
Any example of what of Nintendo's stuff you want to replicate?
Anonymous at Sat, 9 Dec 2023 01:01:57 UTC No. 966561
>>966532
The color balance looks really good in the thumbnail. It almost looks like a real Nintendo Render.
But zooming in, something is "off" that I can't quite put my finger on. The silhouette of everything is pretty jagged. So I believe you "optimized" the mesh. Perhaps more than required. The Odyssey model isn't even that jagged along the silhouette.
If you were just going for fancy looking promotional material. I would suggest simply slapping a subdivision modifier on it, switching the renderer to cycles, and be done with it.
But if you're going for something that's usable in real time, I'm not sure what to tell you. You probably just need more interesting lights. And specular lighting on the materials so he doesn't look so dry.
Anonymous at Sat, 9 Dec 2023 01:49:53 UTC No. 966581
>>966552
>Nintendo's level
Need an example mate, there are multiple Mario models
Anonymous at Sat, 9 Dec 2023 02:12:15 UTC No. 966586
>>966561
That’s because it is, a quick google search reveals the source.
Anonymous at Sat, 9 Dec 2023 02:23:24 UTC No. 966589
>>966586
Now who comes into a thread and just starts spreading lies?
Made me look. Are you happy?
Anonymous at Sat, 9 Dec 2023 15:42:22 UTC No. 966659
>>966589
>A very popular character
>I can’t find it
Dude did you even try
Anonymous at Sun, 10 Dec 2023 04:31:55 UTC No. 966704
>>966533
Ignore this anon
1. separate materials
2. learn about normal, roughness, and displacement maps. Use fabric and skin as reference
Anonymous at Sun, 10 Dec 2023 16:28:28 UTC No. 966748
>>966705
It's like saying that my noisy renders are the problem of the renderer and not because I didn't up the samples
Anonymous at Sun, 10 Dec 2023 17:55:54 UTC No. 966760
>>966705
Yeahh EEVEE has really shitty normals with no "shadow catcher" for whatever reason, you're forced to subdivide the whole mesh, but I think that ruins the overall silouhette so just I layered that on top of the "bad" parts
Here's the result, otherwise there's not much else I can do it seems, thanks anyway everyone
Also >>966561 I'd like to add the Odyssey model looks quite shit if you don't replicate the shaders & lighting from the game, this is their Gamecube promo model which I think looks much nicer, especially considering I can't really do anything better than a Diffuse BSDF-like mat
Anonymous at Sun, 10 Dec 2023 21:06:59 UTC No. 966778
>>966760
Literally looks the same as the op pic you people are autistic
Anonymous at Sun, 10 Dec 2023 21:32:01 UTC No. 966781
>>966778
And you are insanely fucking retarded for not noticing the difference, makes me wonder how the fuck you ended up on /3/ if you can't even tell the difference here
Anonymous at Mon, 11 Dec 2023 05:50:59 UTC No. 966819
>>966760
Oh now I realize this is a joke thread
Anonymous at Mon, 11 Dec 2023 10:54:59 UTC No. 966834
3D art shouldn't have been as accessible as it is today
Anonymous at Tue, 12 Dec 2023 14:59:15 UTC No. 966958
>>966781
I can see the difference i'm just saying you are autistic, get help loser
Anonymous at Tue, 12 Dec 2023 20:48:39 UTC No. 966991
>>966958
and you are a retarded faggot