63 replies ·
posted July 31, 2019 5:28am
My homework project. Midas and Mithril
Homework Submission Week 3 in file attachments.
Hey, nice work so far! You're really hitting the huge and block aspects. It kind of reminds me of a toy sword.
silentheart00 Yeah I am in need of some help for the transition from the handle to the blade. I think there are too many edges there. I am trying to learn modifiers better so this homework I am spending more time to get to know some combos better. This is an exercise in my proper use of one combo I am liking that I learned: I am currently doing a Solidify then Bevel then Edge Split Modifier-Combo to keep sharp bulk edges where I want them.
I also wanted to perhaps capture some kind of lo poly fire coming from the transition piece through the center of the blade and possibly out the top hole (maybe a blue/white or red/orange style flame) that I think would stretch my creative skills for the modelling aspect on it. I really like the handle and blade though.Any thoughts or ideas to make improvements on the transition piece? I'm thinking on going back to reference stuff but thought I would throw the question out there too.Also I am trying to figure out the length of the handle. I had it longer earlier (thinking you need both hands to wield it).But I shortened it up. Should I go longer again?
blanchsb Could you either post some wireframe images of the are or throw up the blend file? It would help a lot towards seeing if the transition area could use some work.
As for design decisions, if this is a super heavy sword, it might make sense to be able to have two hands on it. But on the more conceptual side, are those proportions pleasing to the eye? If you lengthen the handle, maybe you could lengthen the blade and see what kind of effect it has.
blanchsb Whilst I think the transition actually looks nice seeing as you're going for such an exaggerated design, I will agree with what Kent said about "smoothing" the transition. Furthermore, you could possibly also slightly adjust the width of the sword at the base? As a lot of real world swords begin thicker at the base than they are at the tip, I think it is an idea worth exploring. Hell, if you being so stylized maybe reverse that?
Nice job blanchsb. I love the various layering you've built into the shapes, denoted by the colors. It laces the simple shapes with additional interest 👌
Any thoughts or ideas to make improvements on the transition piece? I'm thinking on going back to reference stuff but thought I would throw the question out there too.
When I feel that way about a model, reference is always my reflex. There's so much out there to be inspired by. My one general thought about the transition is that right now it's perfectly perpendicular: horizontal cross guard, vertical blade. Adding a piece that bridges the two could help. In the image below, the purple and green shapes represent what I mean by "bridge":
Thanks for the feedback and assistance silentheart00 (I am attaching a wire frame in this posting but if needed I can get a close up posted later) theluthier and thecabbagedetective I went ahead and got some more inspiration from your replies and from many reference images and decided I wanted a sword that also mid-nighted as a secondary weapon (for dual wielding). But marrying the two and making that transition was a tough journey. I am posting what I have so far after multiple trial and error sessions. Basically the sword breaks out from the middle of the hammer/guard. I added some geometry to "fasten" the sword once it is sheathed and making that look presentable took some effort. I also added some geometry to allow the sword join with and separate from the hammer guard with more ease.I like this and I feel like it flows better than the first draft. Looking for any additional feedback or critiquing. I am not going for totally realistic but it has to pass for believable and something that a character could wield. I can post other views or the file itself if needed. Is the blade long enough compared to the handle length? I am happy with the Guard/Transition and will move on from that unless something blatant is wrong there.
blanchsb Pretty cool! Man, I hope the FFVII remake will be good!
If you're going for length related to the Buster sword, then I'd suggest extending out the blade. To me, the sword is closer to a short sword design.
On another note, man, I hope the FFVII remake will be good!
clintjohnson I think you might be right. Here's a length reference to a character. I am going to work the next step of making some material damage and I'll think on the length of the blade some more......
blanchsb Looks good to me man, being stylized gives you so much leeway. Keep at it!
theluthier Homework Submission Week 1, Blanchsb
(sorry Kent, I submitted it last night but it's my first homework and I didn't label it exactly like the others. I removed other commentary to help you review)
Midas and Mithril
blanchsb Ooo, I like the change in concept. Duel wielding power! My next thought is how is the blade going to stay in the hammer? Overall, really good effort.
blanchsb Yip, looks cool blanch! That sword should have some nice damage bonuses ;)
silentheart00 Oh yeah! Great comment. I have thought about that a lot and am coming up with some blanks. I was thinking of using some chain or a thick pin in the center perhaps? I could use some help with an idea for that. I want to keep Midas as clean as possible but maybe have a "dongle" chain or pin dangling from the sword perhaps? Is there a reference perhaps I could up that would showcase that style?
clintjohnson: I am thinking knockback bonus as well! I am totally using this asset in my game design.
blanchsb Your Midas and Mithril model turned out great! I like the proportional change you made to the handle. Seeing in context with the character was a big help. It's also really cool to see how the gold part can detach from the underlying cross-guard and handle.
You've certainly earned an A from me this week. Keep up the good work and this will look awesome textured and shaded 👍
So there is one thing that has bugged me about adding the damage. The knife edges are faintly showing up where I am not working but where the edges were cut. It can be seen slightly but I see it more on the working model up close. I tried to follow exactly as Kent shares in the video about keeping the details along a planar direct of a smooth face but I am having limited success on my own with that espectially on curved edges that are taking sharp corners.
What I am trying to replicate:
What I can easily replicate on a plan cube:
What I am getting instead on my blade surface: I originally had bevel, solidify, edge split, and ultimately lattice modifiers on the blade and applied them all prior to adding the dings and dents. Funny though because everything still looked smooth up to that point:
4 or 5 faint lines. 1 faint line parallel to the blade edge, multiple edges elsewhere. Why is this happening?
blanchsb its not clear on the right one picture, but to me it looks like you have sharp edge marked on where there is faceting happening. the other one could be that you have flat shading currently on. on object mode select mesh, right click to open context menu and select shade smooth.
louhikarme When I was using the bevel modifier I marked some "bevel" weighted edges. I turned those off after the applied modifiers but to no avail. Smooth shading is making it loose the sharpness and visual stylized effect terribly so flat shading needs to stay (i think). One interesting thing I am observing is the normals all appear to be going skiwampus long the same plane so that is probably it. Not sure what is causing that maybe it is the ring parallel to the blade edge???
blanchsb ahh ok, yeah its the flat shading. what you actually now need todo is mark the edges sharp that needs to be sharp. that way you can do smooth shading and get the sharp look. like in pic below.
the normal going that way could be the autoosmooth setting.
louhikarme interesting. Thanks for that idea. Ok I will see what I can do with that. On a side note I think it is because my faces were not 100% planar to begin with, so when I "cut" the 2 new planes it was like subdividing or adding a light bevel when that happened so it failed before it started. I can illustrate my point with the illustration.
I figured out how to 'fix' it but I don't know where to go from here because it messed with the other side. I tried making a custom transform orientation and flattening in the custom-z direction but it messed with other verts. Although.......maybe I need to do that before cutting the edge loops on the pre-cut faces???
Notice the difference when I smooth that set of faces though? (I made a GIF but it won't upload) see link https://drive.google.com/open?id=1xrnJIjI4mZNWYOINgpSbDoEDAXUEYhQg)
Maybe I should just stick with your method.
blanchsb ahh yeah, if they are not planar then you get unwanted faceting. they way you can fix that is to select the whole edge loop in the middle, edge slide it to the one end so its stuck with the other vertices. finalize the operation. then edge slide it back to middle. other way is to delete the whole edge loop and make another, then its also again in the middle. and you can do this basically which ever way you want to slide them edges or just vertices to straighten out the line between two verts.
blanchsb I like your concept blanch :) you already got some great tips I see. I personally use the flatten method a lot, but both methods work wonders. Keep it up, curious to see how it will look with some textures :)
louhikarme Thanks Kaj, so I think the problem lies in that the quad of a face is not planar with itself. When I cut an edge loop it instantly facets (i don't even have to move it). The picture in red above is me cutting two edge loops on what appeared to be a smooth face that instantly facets when an edge loop is created. What's worse is it facets in both cut directions.spikeyxxx I love that add-on. Thank you. Yeah the problem I explained above to Kaj is also making it hard to use the Loop tools. When I flatten one blade entire face it facets the other sharp turn faces where I have a damage detail (endless circular argument).Ultimately I think maybe I need to remake the blade. I am struggling with how can I get a planar face from 1 quad that extends in a 3 axis directions but also maintains a flat plane. I am not sure if that makes sense but I want to try and get the look of the picture in red where there are defined edges that take sharp corners in 3 dimensions but make use of the least amount of quads as possible.
blanchsb Sorry for the late reply! It's been a crazy week. As for your question about the mechanism to hold the two pieces together: I'm not sure. I'll have to find some references out there. Maybe you can as well, and we can discuss. I'm not sure if I'll be able to get at it, though, as I am quite far behind in my own things. But hey, if you don't find an answer now, that doesn't mean you won't find one eventually.
silentheart00 I figured it out. I am adding 3 spring loaded slots that also double as an extra detail. I also added an exterior handle for the sword blade edge because I didn't think about how they were going to separate haha. Inside the new handle I added the push button to retract the spring-loaded details that hold the blade into the handle of the hammer.
What do you think? I think that looks more believable and should hold the blade in quite nicely.
Another way to make things planar, is to select those faces and use Loop Tools > Flatten.
Loop Tools is an addon that comes shipped with Blender, so just enable it. (It's really great, I use it all the time!)
You can find it in the 'specials' menu (is it still called that?) in Edit Mode:
For RCS: W > LoopTools.
For LCS: right click in empty space > LoopTools.
Homework Submission Week 2 (I also attached a file at my main thread posting).
blanchsb Here's some WIP of the texturing part. I am not happy with the middle piece on Mithril but I will correct it this week. (I was going for some lightning textures and it turned out like marble when wrapped around. Details lost in reality haha.
blanchsb Nice job finishing the homework within the deadline. My main note about the texture is that it doesn't really clarify much what the sword is made of. Texturing is powerful because it can illustrate a model's composing (metal, wood, etc) as well as details (edge wear and crevice grime. However with yours I don't see these elements incorporated into the painted texture.
I was going for some lightning textures and it turned out like marble when wrapped around
I agree, I'm not getting the lighting effect. It looks like a procedural texture honestly. Same with the outter blue color. the yellow-colred handle suggests it's a gold material but with some edge highlighting it would be more apparent.
The material is the other half of the surface quality equation, but I still think there's more than can be done in the texture here. It's a C+ from me this week.
theluthier Thanks for the constructive criticism Kent. Yeah I agree it definitely doesn't showcase any material in that sword at all. I did however paint everything by hand. I used a unique brush that rotated a texture on the center blade and I made multiple multiple passes to get a texture I thought would look good with some bloom effect but it flopped terribly. This is an area I am quite novice at and I should have stayed basic like with the hammer. I like how that turned out but I agree some edge highlighting should make it a lot easier to tell that it is metal in nature.
...but it flopped terribly. This is an area I am quite novice at and I should have stayed basic like with the hammer...
blanchsb You don't need to think of it that way. It's a learning experience! Being a novice, you should feel accomplished that you took a risk to achieve an effect by exploring brush tools not covered in the class. Even if the effect didn't result 100% intended, you surely learned stuff along; added tools to your own "Blender utility belt".
Rest assured that the best artists learned their way through the novice stage too :)
theluthier oh I agree. I learn through failure. Yeah I try to spread my unconventional wings a little to branch off but kinda stay on topic. I'm not giving up, moreso it lit a fire under me. I have gone back to the model to work it some more to get the look that i want. Then I will take another stab at the texture. Shading is an area I have a little more experience in (not much but I at least know some stuff from a few courses on the shader forge series) and I think I should be able to get a better result. Thanks for pushing me along. I need this kind of feedback to push me harder.
Back to the drawing board on the textures..... Working the hammer head. I made some dents/nicks/slashes to represent some intense battles.
I exported the UV's to Affinity Designer on my iPad Pro and then made a base color for the metal using a texture brush (has a gritty rectangle) that I spiraled around as it painted in a custom curve for size/luminosity/rotation/and color saturation (I guess I didn't really need the UV's much for this part LOL) and then reimported the image to paint details within Blender.
I am using my iPad Pro and AstroPad connected to my MacBook. Turning on emulate 3 button mouse helps a lot when using that workflow.
I want a semi toon/stylized feel from the texture like in Jack's textures.
I only got the Hammer Head 2/3 done tonight. Long treck tomorrow and into the weekend to make up for mistakes/learning from what not to do haha. Challenge accepted.
Not sure how to turn that wire frame off while in texture paint mode on the left there. But here are some close ups of the painting.....oh wait just changed modes from Texture Paint Mode to Object Mode and it turns off........ I found that the viewport Flat Shading Setting with Cavity and intensity turned up on the hills and valleys really helped me see the sharper edges better so I didn't have to paint over those darn wires in 3D mode. That helped a lot.
blanchsb Sorry, I'm late to the party. Yeah, that looks like a good solution! The texturing this time looks like a better attempt. As for the tints and shades, it looks like you're adding just white and black to the colors. Have you watched the Color Course, specifically the Hue Shifting video? By using white and black, it tends to dull down your base color. It can be tricky to implement hue shifting for something like a shiny metal, but give it a try and see what kind of result you get. Otherwise, there's good attention to the edges and crevices to add depth. Overall, good work.
blanchsb don't fear failure. embrace it and use it. somewhere along the way i've read following quote "if you are strugling, it means you are out of your comfort zone and pushing forward" and that certainly rings true for me. That said, it doesn't mean you have to struggle all the time. :) just when you need to learn new things. :)
louhikarme thanks for the encouragement. Yes I am very familiar. It is okay to completely botch a job as long as I learn from it. I remember the feeling of submitting on Sunday night and thinking, "wow, this was the wrong direction" but then I got some good feedback and I continue to receive it. I am glad to see so many VA;s and other peeps helping Noobs like me.
Also, thanks for recommending the smooth shade idea. I ended up using the smooth shading with sharp edges (I just didn't know about the AutoSmooth part, or I forgot it) it helped a lot. I drove myself crazy trying to keep all quarts perfectly planar and was getting very frustrated when making the cuts and dings due to faceting. You and spikeyxxx hit it on the head and at the end the loop tools add-on and sharp edges helped me push it through.
A followup question: Is there a way to get a Render with the same effect as the Cavity effect that Eevee utilizes for the viewport? What Node does that? Bump with Normal and/or Fresnel perhaps?
silentheart00 I almost went down the road of using some hue but I backed out at last minute. I knew I could get some decent results with just a 2 color shift in the dark and light directions of the gold color, but maybe I need to visit that some more. I know I can apply a Hue filter effect to my drawing in Affinity or perhaps it would be better to paint with some hue shifts in another layer and I can blend it as I want. I'm always up to see some more content to help me on my path. Thanks for the video I will take a loot at it today during work.
blanchsb Looks a lot better! Way to go!
One of the great things about Blender though, is that you don't need other software. Now I know that when you are used to using certain software, you tend to keep using it, and sometimes things can be done better or easier in other software, but I think it's a good thing to try and do it in Blender. Sometimes it's easier to do everything in one program, than constantly exporting and importing...
Now, I'm a huge fan of Blender, so don't just take my word for it, but what you did in Affinity Designer, can easily be done in Blender as well. ( If you paint with a texture, under Texture, if you set the Mapping to View Plane, you have an option called Rake)
Or something abstract like this:
which took me less than a minute.
Just saying, you don't have to do everything in Blender, but it's a lot more powerful than you think.
This is what I accidentally discovered a few days ago (two minutes work):
Any way, enough blabbering from me; get on with your work, it's going to be great!
Thanks Man! For being a free software I really am scratching the surface of what Blender can do. I have seen that "Textures" section before and then I run away screaming like a little girl who wants to be Alice but fears the rabbit hole I could get lost in. Some days I feel like Blender is Underland: the more I explore -> the more I find -> and therefor the more I don't know. Get's overwhelming at times and I find myself getting lost down seemingly-forbidden paths haha.
What is a good place to start looking into the blender texture workflows?
I think I will still juggle blender and Affinity sometimes because I don't always have my laptop handy but my iPad is so portable that I can export an image and work on it away from home. But I agree working in 1 program is so much easier than trying to juggle multiples. I spent hours figuring out how to set up cloud workflows where blender and affinity share the same files remotely. It does make it nice once I got it setup because all I have to do is click "Reload Image" in blender and the texture file updates.
blanchsb Hi Shawn, don't worry about feeling overwhelmed.
The first few years, when I was learning Blender, a new version came out every three or four months. With changes and new features. I thought I would never be able to catch up; Blender was developing faster than I could learn...
I have never used texture painting, but I watched a lot of tutorials and just picked up things here and there. So I couldn't tell you where to start.
Good you found a comfortable workflow, so just keep using that until you know more about how to do this inside of Blender.
Sorry to hear about your recent problems, but I can't help you there; there are definitely more issues on a mac, for one, because Apple no longer supports OpenGL and as you already mentioned, your GPU isn't compatible with 2.80.
Good luck with everything!
spikeyxxx I'd rather feel overwhelmed than underwhelmed, haha. Means there is always more to learn. Yeah I like the workflow I am using currently only because it is the one I painfully created. But I'm always open to suggestions for improving it. Took all night to get my new blender working again and I lost some time on that. I may only finish the hammer after all of the rework, we'll see.
As far as MacOS and OpenGL support it saddens me to learn this too, but I don't think I will be leaving my Mac anytime soon. I'll just trudge along through the glitches unless things get unworkable. I read somewhere that there is work on that front as far as the transition, I can't imagine Blender dropping MacOS support entirely due to OpenGL being dropped by Apple. I hope some solution comes over the next few years.
I'll take a look at some tutorials regarding texturing if I have time this week (or after this project).
I did look into that one you posted for someone else in the live streams on layering textures in the node editor, that was pretty sweet! You seem to post gold nugget training links so I look forward to gleaning more off of you (indirectly or directly haha).
blanchsb I don't think Blender will ever drop MacOS support, if only because the big (literally and figuratively) boss and founder of Blender, Ton Roosendaal, uses a Mac.
blanchsb This is looking way better! The tonal variations in the gold (pretty wild that you achieved the pattern on your iPad) the damage and edge highlighting are all fantastic additions👏
Not sure what the heck happened but when I woke my 2011 MacBook Pro from sleep today 2 things happened. One is a common blender 2.8 thing the other is a first.......
Glitch #1 - Repetitive and not sure why (like a snake in the bush sometimes): I got this weird effect on the blender app where all of the text everywhere turns into some kind of hieroglyphics. I have to close blender and reopen it in order for things to work again.......
Glitch #2: Opened my file......now Eevee is now acting extremely..............slow and glitchy. Some objects are rendering quite pixelated. After Eevee figures it out I still have some ghost effects and nothing seems to work on the shading engine side.....
Wondering if my graphics took a dump (this computer doesn't have a compatible graphics card so not sure what is happening). I can work fine in the workbench mode though.......
Update: I decided to uninstall blender (sigh) and it actually fixed whatever the issue was for the second issue. The hieroglyphics thing is most likely going to come back after the waking part but I think this part is solved.
Due to some computer issues and losing my work it had a couple of extra setbacks this week. I was able to retexture Midas (the Hammer) much better. The dirty vertex trick did much better at making the edges and cavities pop.
Homework Resubmission Week 2 - some shaders are present but I haven't completed the week 3 shading yet.
blanchsb I love the painterly textures you have achieved. Sorry to read about all of the computer issues. My early 2011 MacBook Pro had a manufacturers defect in the solder which affected the graphics card and I had to get a new logic board. I'm wondering if you may be experiencing the same problems I had. If you still have all of the original parts in your laptop, the Apple store may be able to help.
ullreym Thanks. It was a hand painted texture that I had created using a swirl effect off a gritty rectangle with low opacity/flow/hardness. I fine tuned that from last week and adding dirty vertex made things pop a lot better. I am liking this second attempt result much better this time. I had to make dirty vertex images separately on each Object because I UV unwrapped my objects on separate images (probably a mistake but I will learn from it next time).
Yeah the MacBook has been crashing more and more and the battery is saying it needs to be serviced, so I ended up getting a Lenovo Legion over the weekend but I lost time due to multiple crashes and losing my work without saving for a few hours on one run. Kinda sucked but it is the hard lessons that we remember most, haha.
I didn't want the sword to have as much of a 'beaten up' look like the hammer has, but just enough to show it had been used in battle.
One thing that has me scratching my head is: I'm seeing some weird 'burn effect on the sword' when I made use of the 'overlay' for the dirty vertex in the shader editor. The more I added the dirty vertex image the more of a burn effect the color had...…..weird.
blanchsb I like the final render Shawn, you’ve learned a lot this class! Look forward to seeing your future projects 😊
smurfmier1985 Thanks Miranda. I wish I could retain it all haha. But keeping up with the practice is most important I think.
blanchsb True that, and once you’ve practiced it with a couple of projects it’s engrained in the long term memory, so even when you step away from it for a bit it’ll still be there when you get back to it. Might be slow going at the start then but once you get going it’ll all come flooding back to you.
I like that you already have your own unique art style (I’ve still remember seeing your previous work for challenges because of that), I hope you keep going and enjoy exploring the infinite possibilities in 3D!
I’ll see you around 😊👍🏻
You've been pretty busy Shawn, lots of great stuff and workflow posted here!
Homework Submission Week 3:
blanchsb Nice job.
ppaulhaynes1955 thanks Paul. It came a long way since the beginning.
I was a day late to the submission part but better late than never I always say.
I gave Mithril has an energy charge: When Midas hits an enemy the energy makes Mithril grow in power.
theluthier Sorry I was a day late to submit my homework. I don't mind not getting a grade but if you have any feedback in your free time I am glad to have it haha. I think this was much better than last week's. Thank you for this awesome course. I had been using beta 2.8 since January but it is amazing how much I learned in 3 weeks during live instruction combined with video training. This was the best CG class yet!
I added some different hue and tones in the cracks on Midas which I think really made them stand out more. And I also added a little red to the lower left front face dent and & green grind-damage to the center to indicate that a previous battle got intense.
I guess I must be sad this course is finished. I came back to my project and after looking at what cool things other people did I wanted to tweak my project output file a little. I think I better call this done though and move on. I could tweak for ages. I did get so non symmetrical backdrop on it which I think I like. I also tilted the mask ellipse a negative angle to showcase parts of the model but help the eyes wander around.
Time to go add this bad boy to my profile and call it quitsies.
blanchsb Wow, I must say that you really came full-circle with your sword. The additional texture detail you added looks great when incorporated into the material. The textured, vignetted backdrop is perfect. Overall I'm very impressed with how your finished! You've earned an A+ from me this week.
It's evident how much you applied yourself during this class. I'm so glad to hear you enjoyed it :)
theluthier Thanks theluthier It was worth the effort and thanks to all who helped me in my first class!
I wanted to ask this at the end in the live stream and maybe it is posted already on the main thread, but where is a good place to go to next? I am in the middle of the mesh modeling boot-camp series. (on the modeling a pistol now).
My ultimate goal is to learn modeling in a way that I can eventually focus on game ready model design. I want to make a turn-based game like Outwitters or X-Com. That is a lofty goal but I am taking things in stride very basic. I don't necessarily want a lot of bells and whistles in the first game. And I have some good basic content knowledge in Unity and some good asset frameworks for that, but my modeling has really lacked which it why I took a break to learn how to do it better.
My current plan is this (and perhaps you can comment if there are better options):
1. Soak up everything I can on the 'Modeling in Blender' Flow (there is A LOT of content there that I am just scratching the surface on). Working through the bootcamp currently
2. Get into the shader forge series (I have poked around in there and seen 3-4 videos and worked through them). My one big question I usually have is how to get the shader information to stay with my model when I go to unity. Through baking???
3. Get in on the game modeling workflow. (I was working on the robot but realized it was a little too advanced for me so I went to the bootcamp).
4. Go through the making games in Unity workflow on CGCookie site to brush off the dust on my game dev knowledge.
blanchsb the ‘normal map modeling for games’ course in the modeling flow should be next on your to do list after the mesh modeling boot camp, that’s a fundamentals course for game modeling and super valuable!
Shaders into Unity; yeah go with baking.
The modeling stuff for the tower defense game course is also great for beginners, not too advanced. As well as the sculpting the rock asset course .
smurfmier1985 Great thanks Miranda. I started the sculping a rock course but got distracted (blender 'course creep' set in). Ohhh man I didn't know there was a specific normal map course!
You are going to have to keep me posted on how you are liking Substance when you get into it.
blanchsb I’ll be starting up a polybook this weekend so you can follow the stuff I’m doing and see if I like it 😬
smurfmier1985 I look forward to it. I'll be working the pistol over this weekend from the mesh modeling bootcamp. I still need to learn topology some more. But, hey I am getting a little better! Perhaps I should start a polybook as well?
blanchsb it’s a great way to ask feedback, questions, and to keep yourself accountable to do something. It’s like a homework thread but then for between classes. Only difference is you don’t have to post each week (that can become quite daunting after a while imo). I’ll be only posting when I’ve made significant progress, want feedback on something or if I have a question about how to do something. But you can post whenever you want to, all up to you :)
Also it might be fun to look back at earlier posts after a few month, to see how much progress you’ve made. That can be a good motivator!