Blake's Polybook

Polybooks


Crates.png

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  • Martin Bergwerf replied

    Great start, Blake!

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  • Omar Domenech replied

    Looking good 🤙🏼

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  • Blake Bratu(FalloutSeeker) replied

    I'm really interested in all these tools and shortcuts. For example, when the rip vertices/rip and fill was shown, it was like I got an 'aha' moment on how this can be useful for creating mouths. With so many ways to get something done, I'm worried about forgetting things, however as long as I ask myself 'is there a better way to do this?', I think I can retain it all, just comes with practice.



    Soccerball.png

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  • Blake Bratu(FalloutSeeker) replied

    Pokeball.png

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  • Blake Bratu(FalloutSeeker) replied
    First model with no tutorial. Not the best topology and edge flow, unfortunately. I've also found making circles really hard, and a lot of my time was remembering my tools at my disposal from previous videos. Some other concerns I had is that approaching the best way to model something is challenging. For example, should the button have been a separate cylinder object?
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  • Blake Bratu(FalloutSeeker) replied

    WineGlass.png

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  • Blake Bratu(FalloutSeeker) replied

    Something to note too is that I am finding ways to accomplish something faster. For example, I made a wine glass in Blender. A month ago I'd extrude the top-most vertices up to make the cup shape, but I found proportional editing + adding loop cuts and scrolling accomplished a better shape and saved me so much time compared to the old way I was doing it.

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  • Blake Bratu(FalloutSeeker) replied


    Plate.png

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  • Grady Pruitt(gradyp) replied

    Always great to be learning different ways of doing things :D as far as wine glasses, I find the easiest way to start them is a UV sphere stretched on the Z axis with the top 1/3 or 1/4 deleted... with that extruded outward (excluding the z) and then extruding down the point and the last row or two of vrets at the bottom down to form the stem and the base built up from there. Except for more blocky stylized goblets, most wine glasses have that kind of shape.... Learn to see what primitive shapes you already have that you could build on, modify, or tweak to get the shape that you're looking for. These are great! Keep it up!

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  • Martin Bergwerf replied

    Great to practice like this, Blake!

    Maybe try those again in a year or so and see how you aproach them then.


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  • Blake Bratu(FalloutSeeker) replied

    Not really a model update, but I'm finding how I could have done things differently even in my most recent projects. Take this circle for example that I thought was hard previously, now knowing boolean tools as well.026-01-02 203354.png

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  • Blake Bratu(FalloutSeeker) replied

    Made this very quick, didn't take too much time to do at all but figured I'd get some practice in to remember the tooling.
    owSkilledHighway.png

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  • Blake Bratu(FalloutSeeker) replied


    HDD.png

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    • Very nice! 🤘
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  • Omar Domenech replied

    Ooohh love the lighting. That slick white balanced clean light. Makes it feel like an HD from the future. 

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  • Blake Bratu(FalloutSeeker) replied

    Did this all on my own, no tutorials! Only from the notes I've taken in the course so far. Used modifiers, remembered to keep it simple, and experimented a little until things clicked. Thoughts?Lamp_Wire.png
    Lamp.png

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  • Blake Bratu(FalloutSeeker) replied

    The rods I know could have been a little less dense in geometry in my opinion, all good though.

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  • Blake Bratu(FalloutSeeker) replied


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  • Blake Bratu(FalloutSeeker) replied

    Is there a way to limit the light bleed from a light source? Maybe using a lattice?Lamp.png

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  • Martin Bergwerf replied

    HI Blake, Cool lamp!

    That might have to do with the Radius of your Light (and what sort of Light you are using). Part, might also be coming from Indirect Light, as you can see in this small example:

    Light Leak_00.png

    In your case, it looks like you are using a Point Light and reducing the Radius will give you a harder Fallof, so maybe use a Spot Light. That doesn't shine in all directions.

    More advanced, would be to use IES Lights, but that seems a bit overkill in a situation like this.

    Or even using Light Linking, by making the 'bend' a separate Object and exclude it from being lit by that Light.

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  • Omar Domenech replied

    But by light bleed you mean the spread of the light or the thing that happens where light shines through the mesh in parts where it's not supposed to? Light bleed happens in Eevee all the time, specially in interiors. It's better now with the new engine, but light bleed is more referred to that and not the radius of the spread. I'm guessing you mean the radius so as Martin points out that should do it. 

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