画質 高画質

でProcedural Hard Surface Modeling で
船体のディティールが足りない…。いたちごっこ

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でProcedural Hard Surface Modeling で
全然時間が無く新たな仕組みに着手出来ず…パラメーターを変えただけ。
火砲部の研究開発が終わりに近づき、形状が洗練されていった感じに。

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Some new environment test for the next game.
It gets really efficient to build a scene mostly done procedurally with and import directly into

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Behind the scenes process of testing procedural islands. The first frame is coast tapering using only distance to map edge. Gives you that terrible circle shape. Then I use an ease-in-out function to reduce the severity.

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drawing-machine | loop:38241 a:5.005 b:4.005 p:12.005

0 0

gingko | a:6 s:3971 d:0.5445 w:99 ns:6.0197 np:4.3338 nb:1

0 0

gingko | a:7 s:4612 d:0.4136 w:185 ns:9.1020 np:5.0539 nb:9

0 1

gingko | a:8 s:3519 d:0.4007 w:210 ns:8.7458 np:5.6075 nb:5

1 2

drawing-machine | loop:35674 a:8.005 b:3.005 p:4.005

0 2

Boro native , who worked with such high-flying heroes as and as the former publisher of , comes down to earth with his latest ‘Brooklyn Blood,' a supernatural police procedural set in the County of Kings https://t.co/Fdr8RmEaxp

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gingko | a:7 s:1848 d:0.2638 w:204 ns:6.9663 np:8.6303 nb:3

0 0

gingko | a:4 s:2402 d:0.4609 w:172 ns:2.0305 np:9.8499 nb:16

0 5

でProcedural Hard Surface Modeling で
アーマードコア的に重量過多遊びをしていたら…  にclear coatが実装されているのに気づいたー!素晴らしい!平面いじっている場合じゃ無い!(平面でも効果はあるが曲面での見た目を追い込んでみたい)

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