aradgus

joined 3 years ago
[–] aradgus@lemmy.ml 1 points 1 week ago

there is a guy how does a lot of robot modeling, there he uses a two subdiv workflow that is really good for doing simple and fast hard surface stuff. I think i would do it like that, here a link where the workflow is explained: https://youtu.be/FB8rBDLw3iE

its probably good, that when you have no reference for the head to take a base mesh from https://www.blender.org/download/demo-files/

I used the human base mesh bundle a lot as a reference when i did masks

[–] aradgus@lemmy.ml 7 points 1 week ago (6 children)

GNU's Not Unix

[–] aradgus@lemmy.ml 14 points 2 weeks ago (1 children)

I made a post about a blender project I am working on from my Mastodon and tagged the Lemmy community. This project is pretty dear to my heart, and I wanted it to be seen by many people, so I made the same post on Reddit.

I got 35 stars on Mastodon + 80 upvotes on Lemmy + many cool comments.

I got literally no upvotes on Reddit. maybe skill issue on my side but the Fediverse is, in my general experience, so much better when it comes to engagement.

[–] aradgus@lemmy.ml 6 points 3 weeks ago (1 children)

hey i use arch btw:3

[–] aradgus@lemmy.ml 6 points 4 weeks ago

nirgendwo Gerechtigkeit

[–] aradgus@lemmy.ml 4 points 4 weeks ago (1 children)

i strongly disagree. Focusing too early on the fine details rather than the broader shape is a mistake I see lots of beginners make. Sure, there is a place for sculpting these details, but in my opinion, as a beginner, you should not care too much about the details and focus more on getting the big/medium shapes right.

For doing game-ready stuff, I think it's almost always a better approach to do the fabric and surface scratches using a height map or other texture paintingapproaches.

In the end, I want to clarify that this comment may sound more evil than it should have. I totally get that sculpting these details is fun, and in the end, having fun is kind of the whole point of creating art in the first place.

 
[–] aradgus@lemmy.ml 2 points 1 month ago (1 children)

have not watched the whole video but i think your brush strength is 0, will look more into it when iam back at my pc

[–] aradgus@lemmy.ml 2 points 1 month ago (3 children)

do you have a video? its kind of hard to guess what could caue this

[–] aradgus@lemmy.ml 7 points 1 month ago

girl says FOSS not OSS. i think its about the FLOSS part of FOSS, thats most of the time not corpo driven

[–] aradgus@lemmy.ml 4 points 2 months ago
[–] aradgus@lemmy.ml 4 points 2 months ago

leben sein wie:

 
58
submitted 1 year ago* (last edited 1 year ago) by aradgus@lemmy.ml to c/linux@lemmy.ml
 

I recently switched from Windows to Manjaro because i tied it for some time on my laptop and really liked it.

But now I have major problems with blender 4.0 Cycles HIP rendering on my PC. I tried amdgpu-pro-oglp, hip-runtime-amd and hip-runtime-amd-blender but i get strange shading with progl blender and hip-runtime-amd-blender, with hip-runtime-amd blender crashes when selecting gpu rendering. I use a "radeon 5600 xt" GPU and everything worked fine on Windows, but i really don't want to go back to Windows

Everything works fine in blender 3.6 LTS I created a simple scene to show the problems on the left is simple principled bsdf, middle left is principled bsdf with full SSS the sphere is metallic and the cube on the right is glas:

  1. Blender 3.6 (GPU HIP, works fine thats how it should look)

  1. Blender 4.0 CPU rendering (works fine)

  1. Blender 4.0 GPU (HIP, not working, sometimes crashing)

Pls help its pretty important for me that newer versions of blender work. If you need more information just ask.

234
ich_iel (lemmy.ml)
 

es stimmt

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