Mr Dude
@mrdude
Illustrator, comicator, 3d modelator, etc #b3d
Mine is steady through April but I have video autoplay off and mostly just check in during lunch and somehow used 7gb in 21 days? Good lord
So I think the "curve" here is that one side is triangulating in a way the cheek is curved inward, and the other appears a little flatter. Hard to tell without lighting but hope that helps! Typical cure is triangulating yourself, i.e. knife tool so you only have triangles, but, well, it depends
pretty proud of my little pico 8 event log in the corner that basically anything can report a 5 digit code so I can easily see button presses and such
the important thing is that I had enough pixels to fit in Ashley's assless chaps though
You can take the rat out of the lab but you can't take the lab out of the rat. Literally, removing his cybernetic implants would be lethal
terrifying enemy for #ratjam. Having fun with textures from @screamingbrainstudios.itch.io
Face sprites for lowpoly characters! Megaman Legends style, just some simple expressions in a row you could animate the UVs for to prototype models. Even just a set of simple :) type expressions in a grid to draw over could be handy!
Working in lowpoly is an exercise in condensing a character down to their essentials and only having the most important details. For example, only giving your clothing exactly two bones that can make the collar pop to increasingly unsustainable degrees
Beyond my tile setup, you could also do some fun stuff with cel shading. Here the factor is instead driven by a Diffuse -> Color Ramp, and I can quickly determine both the "lit" and "shaded" colors for parts separately without creating new materials
To elaborate, because the palette is a straight line, the only part of the UV that matters is the U (x position), e.g. orange is at U=0.1875. So I just have a second image node that uses the same UV coordinates, but swaps U & V, so if V=0.1875 then the secondary accent color would be orange
Developing a cartoon environment workflow that uses a tilesheet of @kenney.nl patterns that are interpreted into pairs of colors based on a palette from @lospec.com. Just had a big "oh duh" for how to pick two colors with one UV map, which is that the Y is just swizzled into a second X #b3d #blender
tired: oh man social media compression is ruining the quality of my animations wired: I'm going to present my animations as a video screen inside of another blender scene at an angle and then post that to social media
Putting the camera on a hanging rig too that spins around the set. real fond of scaffolding these days
made a hanging digital screen rig including a bone to warp the UVs (to correct aspect ratio)
Node layouts. The compositor setup is 90% just the standard way to recreate the "Combined" pass (see diagram at link below), but with a color ramp on the Diffuse Direct's Value in an HSV node, plus some bloom on the emission because why not. docs.blender.org/manual/en/la...
I want to do a big tutorial post about this in the near future but here are the nodes in the meantime for anyone curious
I love when I'm able to tackle a Blender project that I thought was legitimately impossible two years ago. Everything in this scene is one material going off one texture (tilesheet courtesy of kenney.nl). Each face has its own tile selection via Mesh > Set Attribute, multiplied on vertex colors
I think Alt click should do it? Or if it's about how to center that output in the world, you can probably turn on Snapping, change that to Grid and fiddle with it so the grid is large enough you can clearly snap to the center point?
Another thing that sort of emulates the textured face workflow and working with UVs - this neat Offset modifier for grease pencil, which lets you move a layer around in 3D space. You can do simple X/Y translation (or tie it to a bone without weight painting), or even rotate slightly for depth.