画質 高画質

It is absolutely happening. WIP parametric vehicles for my game. >:'3c

Currently it's just the wheelbase and undercarriage, but it supports a wide variety of wheels and combinations already.

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some things i’ve done for uni and some just for practice :) i know they're all very basic but i just want to visually document my progress

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Some stuff I was working on, its definitely weird to see the original at this point (pictured last)

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A work in progress shot of Kaneda's bike from It'll be a base model for heavy class units in

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Monster for a super secret project I'm working on :3

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For Eevee, you can use the AO as a map inside the compositor by setting the factor to zero and checking AO under passes. With the AO as a map, you can manipulate the render result in different ways like hue shifting and cel shading.

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Has it already been a month since I released 🤯 If you're in the mood for a chill, heartwarming game, feel free to check it out or add to your wishlist! 😊🔅

https://t.co/J1AJvH0WNv

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Here's a screenshot so you can see the detail. Would a game in this style interest you?

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GPU-instanced wheels in place. :3c

This will hopefully save a lot of issues with rendering and so forth. It was easy to implement, and even easier to keep track of using a tag-based indexing system.

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WIP. More modeling. Playing around with the coloring.

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Total newbie to blender, tryna do a low-poly PS1/N64(??) style model of my boy Coco



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A lil something me and made 😊 We have been working on commissions lately will probably start posting some soon!

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To give your Freestyle strokes more artistic flair, add an Along Stroke modifier to both the alpha and thickness, set the mapping type to curve, and give it an upside down U or V shape. This will vary the thickness and taper the ends.

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Here's Zirlwyn's low-poly bike, done in Blender. I struggle a hell ton with motorcycles in a 2D space so making a 3D model is hella helpful... I'm still a beginner with 3D, so I probably will be building more skills in the future,

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