画質 高画質

Unminted as yet as I've just finished this piece. From my Protracted Geometry Collection 😁

1 8

✨HENPAI✨
New drop!!!🚨
Henpai is the way to enlightement. The geometry of the soul flying through your consciousness into the cryptoworld.
❖ 1.5 xtz 💰
❖ 7/10 editions.
https://t.co/jdspxbEfUf

4 13

My cave generator is starting to produce more interesting geometry...! Full cave was generated via code.

Relatively because the final result will be used in a birds-eye perspective...

7 25

Collection "The geometry of light"
on


0.06 $ETH
This photo was taken using the light painting technique (Light painting is a long exposure technique with moving different light sources in front of the lens.
https://t.co/TpCRNytDAp

0 1

GM

I present the
'Geo Hermes' of to you on 11/11/2021

Geometry and Numerology are Inextricable

4 30

very excited to be just starting a doom / titanfall inspired FPS game because we are going to try to go for AAA inpired ultra detail!

we'll use the "low poly blockmesh with many quad decals for fake geometry detail" approach* for rivets/trims/greebles

eg doom eternal:

2 30

Changing the game from the physical to the digital.

The GRAY design identify has been consistently refined over the last 6 years through our physical creations.

The ethos of aggressive geometry and mechanical designs pave the way for the GRAYCRAFT Mech 🤖

4 23

Cube slander w/ my gd oc lola ..

From left to right: , , ,

6 19

Y más me río de la situación de la comunidad
El pala no da la actualización y se cayó uno de los Youtubers que mantenían la comunidad viva :y
Les echo un dibujo de la pala, es un redibujo de un dibujo mío de hace ya tiempo

8 54

AGAIN. im suffering in zbrutch with a bit of maya for flavor. hold my hand im gonna finish her highres geometry today WAHHHHHHHHHH

https://t.co/qrdrRr8mpw
https://t.co/qrdrRr8mpw
https://t.co/qrdrRr8mpw

1 5

1 Geometry Node Graph for both the tiles and the particles, 2 Materials for Tiles and Particles, all of it driven by a single animated custom parameter which is essentially the normalized time for the animation.

1 4