#commission for NameNotFoundGER
#3d #model #anthro #dinosaur #scalie #creature #fantasy #render
#commission for NameNotFoundGER
#3d #model #anthro #dinosaur #scalie #creature #fantasy #render
Pokopia is such a banger holy crap.
This is dangerous for my sleep schedule.
๐
It's hard to illustrate, but it's pages of text that feel completely "wrong". Asking about Patreon in ways that a Patreon user would never frame that way.
Or at least not any Patreon user I know.
It's stuff like, who is most likely to convert from free to paid, preventing users from canceling, maintaining the "feel" of personal connection as you grow.
And in general, asking "what is most important to you?" and it's a list of things that matter to a business major, not a creator.
Patreon keeps running surveys where the questions are like, "do you feel you have the tools to trick idiot customers into supporting your soulless business?"
and I fear their leadership may not understand what the word "patron" means.
3d half-body sculpture of a stylized dwarf-werewolf character. He's shirtless and wearing a kilt. He has black eyes with white iris, dark blue fur in his chest, forehead and nose, long white hair and a long bushy beard with 7 braids, the biggest one in the middle. His brows are thick, his ears long and his four fangs are exposed. He's smiling and waving at the distance. He also has golden piercings on his nipples, and some other jewelry.
Cerron ๐ - Another hairy sculpt for Bulph
One of the themes burned into my memory permanently
Do you use Blender for Unreal, Unity, or Godot?
You know all the annoying things about exporting for games?
I made this free add-on to make it not-annoying and instead awesome:
extensions.blender.org/add-ons/prot...
#blender3d #b3d #gamedev
Added some automated physics generation for cloth canopies and gave them some poofy feedback effects. Uses just one rigid body - no soft body or cloth simulation.
#GodotEngine #gamedev #indiedev
Thanks! I'm not actively working on GLTF / GLB support, no, but if enough people prefer it for their workflows I'll consider it. It would be a large task.
(FYI for Godot users, from my testing in Godot 4.6 it appears that FBX import has parity with GLTF)
* No weird transforms in exports
* Export Shape Key animations without pulling your hair out
* Export custom property animations
* A batch exporter to let you set up exports and click 1 button to run them
It's free!
(But you can also support me on Patreon: patreon.com/protowlf )
Do you use Blender for Unreal, Unity, or Godot?
You know all the annoying things about exporting for games?
I made this free add-on to make it not-annoying and instead awesome:
extensions.blender.org/add-ons/prot...
#blender3d #b3d #gamedev
Shoutout to pannenkoek bringing more awareness to PauseChomp
Hugs, hang in there Luis
็บๆใๆๆใใใใคใงใใ
We love you Daff, I hope you're okay, and thank you to your mother you're a hero
Its been a few years since I did any keyframe creature animation, so my most recent personal project has been exactly that :)
I referenced Daniel Fotheringhamโs quadruped blog quite a bit while learning his workflow, it was a lot of fun :)
Rig by Yang Xiao and Agora Community
Cadence is out now!
Make music by solving circuits. It took 13 years to figure how to do this well!
Beyond the puzzles:
๐โโฌ Pet Ren, the cat!
๐ Enjoy Ren's life philosophy (all text is skippable)
๐น Use the sandbox to make music
๐งฎ Or explore turing complete contraptions
Is this an acceptable level of precision for a Unity exporter?
The free demo for Clover's Quadrants is now live on Steam!!! Link in the replies.
The demo has 21 select puzzles from the first three chapters. Expect about an hour of playtime.
Sculpt of an anthro canine head
Coffee break sculpt
Just FBX.
If you're thinking of Godot, I'm testing 4.6 with the ufbx importer.
It's nice to once again look forward to engine updates instead of dread them ๐
by the bane of my blade, a mighty spell is made and
far beyond the battle blood shall fall like a hard rain
Doing testing in Unreal, Unity, and Godot.
I've got workflows for all 3 now!
Unity hates Shape Key animations as custom props, and Godot flat-out can't import custom props. So I have a new mode where a dummy mesh is created for Shape Key anim exports.
This has turned into a massive feature ๐
This is so cool!
The end result looks fantastic
As promised: Faces! ๐ Here's a thread about some technical details for how stylized faces get made in Spirit Crossing. ๐งต
The game is inspired by media like Ghibli and BotW, but our faces are unique. There was lots of early discussion about face style & we landed on dot-eyes early...
man, I love Blender
Thanks for the writeup! I really like the end result.
I have a burning question though: why start with metahuman, as opposed to a simple base mesh(es)? Was metahuman a win here?