🧵 Final thumbs up model progress impression for today.

I think modeling is nearly finished. Will paint some black and white areas tomorrow, to use as a mask for separate nail and skin materials.

Work will continue tomorrow. 👍

#hands #design #artwork #sculpture #3DArt #3DModeling #3DArtist #illustration #illustrator #cartoon #picture #digital #style #art #artist #arts #arte #designer #3D #3DRendering #Blender3D #B3D #blender #DigitalArt #ArtLovers #MastoArt #FediArt #MastodonArt #CreativeToots

🧵 More than an hour after telling myself once again not to spend too much time on materials… 😅

But the final thumbs up is rendering right now. To be continued…

#materials #design #artwork #3DArt #3DArtist #digital #art #artist #arts #arte #designer #GraphicDesign #3D #3DRendering #CGI #Blender3D #B3D #blender #DigitalArt

People in today's world be like: "Everything's fine!" 😅

Sculpting, materials, lighting and rendering done in Blender 3D. 👍

See other posts in this thread for more impressions and info.

#horror #design #artwork #sculpture #3DArt #3DModeling #3DArtist #illustration #illustrator #cartoon #picture #digital #style #art #artist #arts #arte #designer #GraphicDesign #3D #3DRendering #CGI #Blender3D #B3D #blender #DigitalArt #ArtLovers #MastoArt #FediArt #MastodonArt #CreativeToots #ArtistsOnMastodon

@metin This looks excellent! It's somewhat disgusting, but still beautiful 😂👍
@daniel Thanks Daniel! That description is exactly the effect I had in mind. 😉

@metin Something funky going on in your picture former there in the shadows of the nails.

The picture former is busted. Seeing solid work get mashed by a bad formation drives me to distraction.

@troy_s I guess that's a side-effect of abundantly using the new Cycles SSS in Blender 5.0 everywhere in the hand. 🙂 But the nails are also buried a bit into the fingertips. It might be just the shadows of that.

I also did some post-processing, including a bit of chromatic aberration.

@metin I don’t think the light transport can create that.

It smacks of a CAM based picture former flipping the polarity of the stimuli?

It’s great work.

@metin All of the craptastic CAM based formers do this, ACES 2.x as well.
@troy_s Thanks! I used ACES 2.0.

@metin Was a guess that a CAM based model was used to form the picture.

There are telltales because of this; it will pooch material cognition due to the erroneous way it warps the stimuli. All material surfaces will exhibit this weird brokenness, and as can be seen in your example, the stimuli energy levels are wonked out and we end up with increment energy in a region that is not only “segmented” as “shade”, but also “emissive” or “up energy”.

Once you see it, you can’t unsee.

@metin (It is also in the “meaty flesh” regions, but more forgivable due to the segmentation of the region. These things absolutely suck in additive regions, as well as along gain dimensions.

Khronos is absolutely brutal as well here, and they managed to screw that up without a CAM. Effectively the exact same problem as you can see.🤣)

@troy_s Indeed. I see what you mean.

@metin This is why I try to get folks to use their own visual cognition mechanisms to drive their “reading” of the pictures.

These broken formations need *more* authors identifying the breakage, **and** framing their observations within a higher order framework for explanatory power.

The key is trying to understand visual cognition “segmentation”, which is sadly nontrivial, despite being something so “innate” in everyone. The “how” of “seeing”.

@troy_s Yes, it's endlessly complex matter. There are still occasional discussions about the subject over at Blender Artists, and I miss your responses there. 🙂

@metin It is important to realize that the picture formation is **the** most important part of the chain for an author.

It is the stimuli that the picture formation creates that our cognitions parse and read into “materials”.

Remember; a picture is just a bundle of stimuli energy in the visible sensory range. The “meaning” is a constructed one, where our cognition seeks to “connect” things to other things. That’s the essence of segmentation!

In this case, watching folks miss

@metin the Magritteness of it all can be frustrating, yet somewhat predictable; our cognitive meatware engines have evolved for us to appreciate the cumulative effect of the magic trick itself, and not the magician’s engineering of said trick.

Sadly, most folks still miss the fact that a PBR render is just a model of energy. The *meaning* of such is what a painter does, and in the case of renders, what the algorithmic picture formation does.

Still poorly understood!

@metin If you really want to see the epic failures of CAM based approaches, or whatever nonsense is in the Khronos rubbish, simply focus on gains versus additions.

1. Try varying excitation purity forms that duck into and out of “shadows”. (This is the picture formation error category in your sample!)
2. Try varying excitation purities that duck into and out of additive fields such as “sheens”, “glosses”, “volumetrics”, “flares”, etc.

@metin It's important to stay positive! 👍

This also reminds me of a German saying: "Besser Arm ab, als arm dran." 😂

[For non-German speakers: This translates as "Better to lose an arm than to be poor". The joke works because the German words for "arm" (German: "Arm") and "poor" (German: "arm") are the same apart from their capitalization. In spoken German slang, "being poor" (German: "arm dran [sein]") sounds exactly like "arm attached", which is the opposite of "arm detached" (German: "Arm ab[getrennt]").]

@daniel 😃👍

It also works in Dutch. We also say "arm" to both an arm and to being poor. 🙂

@metin Looks great! I would’ve sculpted the hand in an open position so you could add the armature later and maybe even animate it. That would’ve given you a lot more artistic freedom, but it all depends on the goal, if you’re just 3D printing it, it’s not necessary.
@pafurijaz Yeah, I’m mainly a sculptor. I’m not even going to 3D-print it, although I might add it to my shop for people who would like to print it.

@metin ooh looks much better than any hands I've managed.

I wonder if this is the standard approach (to build it from discrete elements)

is this going to be rigged? 👀

@dannotdaniel Thanks! 👍

Blocking out global shapes with individual meshes is the usual approach towards polygon sculpting. Once you're satisfied with the block-out, you can join the parts and remesh to melt it all together and start sculpting and detailing.

I'm not to rig it. It's just a fun little modeling project.

@metin 1,000 points for emoji usage 👍