Blender Low Poly Characters: Cyborg :)

Current Progress with the Blender Low Poly Characters course
:slight_smile:

this was done in eevee, I’m going to try to get better with that because I feel like cycles is a bit too easy with setting up lights.

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Very nice set of cyborgs! Levitating too.

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Just noticed the radioactive symbol in the shoulders. Neat idea! =)

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True, because EEVEE switches off many features to be a fast renderer.
But I would say, study EEVEE especially when you are in game development.

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Very nice set of cyborgs! Levitating too.

:grin: Thankyou!! I got lazy and left the cyborg in the air I was messing around with making smoke trails (space ship lift off effect) by the feet but I eventually scrapped implementing that because I was eager to move on to the next part of the course :sweat_smile:

I was just using the normal BSDF, turned down alpha on grey smoke sculpted meshes, added 1-2 emission light meshes for the fire in the alpha reduced BSDF and then add normal non-reduced alpha smoke meshes on the outside radius of the feet.

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Just noticed the radioactive symbol in the shoulders. Neat idea! =)

ayyyyy! thank you :grin:It took me a little minute to find something to do with the ico sphere, I tried to stay away from using any non 4 sided faces to prevent any artifacts popping up when it comes time to animate. but because its not a advanced moving part i figured it would be okay :sweat_smile:

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True, because EEVEE switches off many features to be a fast renderer.
But I would say, study EEVEE especially when you are in game development.

good to know! thank you for that invaluable information and thank you for helping me get better :gift_heart: @FedPete @NP5 @CoreyKnecht

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Yes, that’s a good idea overall. Triangles are generally fine, though they do have a few quirks about them (not least being that you can’t loop cut through them, so in that sense they can be considered slightly destructive). Rarely a dealbreaker though, so do use them if you need them.

N-gons are also ok, IF all of the n-gon’s vertices stay coplanar, such as the cap of a cylinder. When they aren’t coplanar anymore, that’s when you’ll start to get those artifacts for sure. In fact, if you want to see this for yourself, messing with a cylinder cap is probably the easiest way to run that experiment =)

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Basically, 3D render engines will always convert the mesh into triangles!
A triangle is the minimum for a face. And it will allow the render engine to calculate the exact normal of that face, needed for light properties (bending etc.)

Having quads (faces with four vertices) makes working with the mesh easier.
But it is uncertain how this quad is divided into two triangles. This can influence the render result. Especially when working on hard surfaced models. Then you will choose your triangles carefully by hand. Loosing the possibility to increase mesh density (loop cuts).

But as BH67 mentioned already, don’t worry too much about this.
Rule of thumbs:

  • avoid triangles
  • BH67: avoid nGons on non flat faces (the end of a tube is a nGon, but no problem, because it’s flat)
  • Try to have quads, preferable squared.
  • Avoid poles, which are vertices with more then four edges. If needed, try to place them on flat surfaces or places not under stress of deformations (bones).
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