Some new researches with the iPhone depth map

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https://t.co/OBrHhDnmMd

Final port of IK Rigs for Its posted with the rest of the files for lesson 137 at github. Have at it, free for all.
Just 2 more videos till all tutorials are up about the inner workings of the system.

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球体の影を短くしてたくさん配置。微妙に違うの2枚を差の絶対値で重ねる。

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Recently used my off time during the to learn some to to make a random styled villager generator for Death Crossing: A new beginning.

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影を細くしてオブジェクト数を多めに。色と位置が違うやつ2枚を乗算で重ねる。

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💡The core of the tricky soft ball algorithm is from Entagma's Houdini tutorial https://t.co/x8GL4796GJ. I implemented and optimizated it for mobile web pages. The source code is on https://t.co/XdjQeLv29W. Feel free to use it. 😀

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Practicing those shaping functions and normals calculation👻

Planning to do more of these with the same style as my profile banner every week

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threeJSで2D絵を3D絵っぽく見せるやつ実験してみた。腕の付け根部分ちょっとノーマルマップの作りをミスっちゃってますがなんとなく原理はわかった

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Night mode renders with volumetric fog.
Procedurally generated 3D structures in Three.js using "game of life" algorithm, then exported to 3DS MAX

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Playing with celullar automatas in Three.js to generate procedural 3d structures. The model was exported to COLLADA and rendered in 3DS MAX

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THREEjsへのモデリング移植にもようやく光が見えてきたでござる

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