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Anonymous No. 986320

me when i try to learn blender

Anonymous No. 986322

is this just 1 object?
in 3D you need a uniform topology (spread equally) in quads.

oh and welcome to blender

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Anonymous No. 986323

>>986322
yeah, i wanted a smooth shaded bevel from the flat side to the pipe. seems wasteful that i need a bunch of quads just to get the shading to look kind of right when it looks normal in flat shading. i guess that's how it is

Anonymous No. 986325

>>986323
It depends which blender you are in
If it's the last one you need to use a modifier like max

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Anonymous No. 986389

i tried using proper topology and it's a lot better now

Anonymous No. 986393

>>986322
>in 3D you need a uniform topology (spread equally) in quads.
Why would you need that? Sounds ridiculous

Anonymous No. 986627

>>986393
for the normals. Just look at OP. THAT is why.

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Anonymous No. 986702

it's not that you need "uniform topology (spread equally)" you're suggesting there should be grids of pointless quads on every flat surface?

a lot of people misinterpret advice they heard for making AAA character models with complex moving shapes and apply it to all of 3d modelling, regardless of whether its applicable or a good use of time, especially if you're just practicing

Anonymous No. 986724

>>986702
woah, how did he do that

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Anonymous No. 986774

>>986322
>spread equally
not necessarily, right? i thought it was dependent on what you were trying achieve. like with curves and smooth surfaces in subd modeling, absolutely. but with other geometry you would want it to be uneven (e.g. control loops, specific shapes).

Anonymous No. 989871

>>986320

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Anonymous No. 989886

2rav2

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Anonymous No. 990543

is it true that cone-like shapes are impossible to 3d model without shading issues and you would have to make it have a million vertices to make it look good

Anonymous No. 990544

>>990543
no, just harden/soften edges properly, and verify it's fine via baking in substance

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๐Ÿ—‘๏ธ Anonymous No. 990545

the best wife

Anonymous No. 990781

>>986627
what's a normal and why does it matter?

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Anonymous No. 990815

>>990781
every face has a normal that's tangential to it
it's how the engine reads how light should impact a surface (with a normal map texture)
part of why we don't want n-gons because many game engines have trouble reading non-uniform geometry

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Anonymous No. 990862

if I want to make engraved metal in blender, should I do that with the texture or should I do that via normal/bump maps?

Anonymous No. 990864

>>990815
not every face, every vertex, faces dont have normals, those are calculated per pixel based on edge lenght

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Anonymous No. 991455

how would you make this

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Anonymous No. 992663

I am pretty much a beginner in blender, how did anon here >>986702 made that mesh?
The smooth transition from a cube to a cylinder.

I decided to give it a go using loop tools, bevel and inset but the transition from the cube face to the cylinder is very stiff and when i used shade smooth the normals got all weird, even when i marked sharp all the top edges.
I really need to look into a hard-face surface course.