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gimymblert
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« Reply #541 on: March 07, 2020, 06:09:38 PM » |
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Pfotegeist
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« Reply #542 on: March 08, 2020, 06:54:19 AM » |
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gimy you've been a great source of nuanced research I hope when you're ready you'll make it the way you want, so you can take as much time as you want. Stay healthy.
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gimymblert
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« Reply #543 on: March 08, 2020, 07:21:05 AM » |
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thanks!
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gimymblert
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« Reply #544 on: March 19, 2020, 05:41:26 PM » |
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gimymblert
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« Reply #545 on: April 05, 2020, 06:03:47 PM » |
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« Last Edit: April 05, 2020, 07:11:57 PM by gimymblert »
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gimymblert
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« Reply #546 on: April 23, 2020, 09:15:01 AM » |
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https://www.evolved-software.com/treeit/treeitTree It Tree It is an easy to use real time 3D tree generator for the simple creation of your very own 3D tree models for your darkbasic pro and darkgdk apps and games. All model exports are 100% free to use with any engine/projects, whether its darkbasic or ue4.
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gimymblert
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« Reply #548 on: May 06, 2020, 08:15:09 AM » |
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Introducing Unity ArtEngine - Unite Now
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nicknicknicknick
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« Reply #549 on: May 08, 2020, 06:30:31 AM » |
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so that's where the art comes from.
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gimymblert
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« Reply #550 on: May 09, 2020, 08:00:37 PM » |
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Matrices - A Visual Explanation
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gimymblert
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« Reply #551 on: May 11, 2020, 08:05:19 AM » |
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Pose Animator -- Awesome SVG Animation Tool (Free & Open Source!!)
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gimymblert
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« Reply #552 on: May 12, 2020, 09:40:58 AM » |
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Creating an Interior Mapping Shader using Unity's Shader Graph - Game Dev Sandbox
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gimymblert
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« Reply #553 on: May 14, 2020, 05:56:36 PM » |
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gimymblert
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« Reply #554 on: May 17, 2020, 08:36:24 PM » |
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https://www.shadertoy.com/view/Ws3XWl// Offseting an SDF with FBM produces beautiful results, but breaks // the metric of the field, resulting often in having to slow down // the marcher by decresing the step size. // // Instead of using noise as basis for the FBM, this shader operates // by using a smooth but random distance fields as basis for the FBM. // The field is computer in each cell by placing a sphere of random // size in each corner and computing the smooth minimum. // // The FBM combines multiple copies of this random field with incresing // frequencies and decreasing size as usual. Since the smooth field is // a distance bound and the FBM combines the fields with a bounded blend // operation, the resulting FBM is a bound SDF too, and doesn't need the // reduction in step size during marching. It also plays nicely with // shadows and occlusion techniques that are based on distances.
https://www.shadertoy.com/view/3ttGW7Articulating and texturing an SDF, which has been traditionally difficult. It's limited to torus shaped joints, but gives a correct SDF and provides solid UVW coordinates. Rigging, modeling and animation is basic/just for testing. Inspired by dr2's work.
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gimymblert
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« Reply #555 on: May 18, 2020, 05:15:16 AM » |
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Change Your Understanding of Topology In Six Minutes
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gimymblert
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« Reply #556 on: May 18, 2020, 09:00:12 AM » |
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https://twitter.com/tsutsujiy/status/1259413742099369985The hip joint has been put together for a while, so it's a preview. External rotation → Knee up → Outward rotation while raising → Keep knees forward (sitting woman) → The movement of sitting. The knees haven't been adjusted yet.
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gimymblert
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« Reply #559 on: May 18, 2020, 06:13:15 PM » |
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