There is snow in Vancouver, this is not a drill
I didn't think it would happen this year at this point
There is snow in Vancouver, this is not a drill
I didn't think it would happen this year at this point
I love this thing, its so cute. I just wish it didnt rescan my whole giant library every boot :(
AAAAAAAAAAAAAAAAAAAAAA excitement x10 π
Sprawl was amazing, and I'm still re-listening to the OST. Super excited for this one β€οΈ
Deadlock is a videogame of all time π
πΆI've just released my Hex Platform asset! πΆ
It's an asset that supports your feet with hexagonal pillars! Works for everything from FBT to desktop mode.
15% off for the first 48 hours!β¬οΈLink Below!β¬οΈ
I am also doing a giveaway, likeβ€οΈ, repostπ,and follow to enter!
#VRChat
I often bounce off these kinds of systems due to configuration complexity and upkeep with all the apps I have, but this one has been really easy to use.
So if you ever wanted to try a tiling window manager on Windows - I highly recommend checking it out
Have been really enjoying @lgug2z.com 's Komorebi tiling window manager. Probably one of the smoothest experiences i have with a system like that. Great defaults out of the box, lots of sensible rulesets for common apps bundled already, incredibly stable
github.com/LGUG2Z/komor...
I found a workaround to fix the jagged gradients when 2D projecting a texture on a lowpoly mesh in Substance Painter.
I'm writing an explanation and a solution to the problem in the thread below.
(Images provided by @foxheadart.bsky.social and used with permission)
You have to actually invest time into researching what you _can_ do. Which becomes way more limited with lots of modern pre-merged pre-DBT'd avatars that are essentially un-editable as a result.
Its so much harder to do now than it was even like 3 years ago for an average person
If u get 20 FPS drops its animators 99% of the time, or PCSS, or both.
Optimization is hard though, especially for people who just buy an avatar from booth with all these things already set up. Lasyusha comes with ~60 animator layers stock, and even automated DBT tools dont really save you
Almost feels like some artist was tasked with making a decal with some coordinate looking numbers, so they just ended up finding this google help page
The coordinates point to Sagrada Familia in Spain, just FYI
I love finding random stuff like this, always feels like i see the person behind it :D
Random uselss #arknightsendfield fact for you
The game uses this little decal with some coordinates in a bunch of places, e.g. in your lounge room.
I went to look up "how to use coordinates in google maps" to see where that was. And guess what i found on the maps help page? The same coordinates!
This video was made in blender btw, for the ultimate meme
If any fellow #Uruki3D enjoyer wants to de-violate their nose, here you go. I remade the nose band-aid texture from scratch in material maker. In the package you'll find textures you can drag and drop in any image editor.
Grab here: cdn.orels.one/assets/Uruki...
#Unity3D #MaterialMaker
I know you didn't ask but i've got some #art breakdown
Mostly for myself, it was interesting to make, but hopefully will be useful for some of you too
Will publish it as a world in vrc tomorrow:3
Full here: www.artstation.com/artwork/5WzDaE
#blender #unity #vrchat #VRChatPhotography
Screenshot of a Material Maker window with a messy node graph. On the right side there is a preview of a 3d model of a PCB-like object with multiple electronics components on it, as well as the preview of a normal map texture generated by the node graph
Hey! Yeah its using the height (displacement) map to drive some Parallax Occlusion Mapping to create the fake depth effect. I made the PCB texture set in Material Maker
Here are some scary noodles
I think this is good enough for tonight. Not exactly happy with the design on the sides, but I don't hate it either, will play with smth else down the line
Thank you!
Honestly just lots of time spent making random shaders. None of this is really new in any way, just a combination of things I've done over the years. Wish I could give more specific advice π°
Some cursed technology for your timeline. No actual blurring or PCB meshes present. Just a ray-plane intersection math and some POM for the depth effect + blending between pre-blurred and "clear" textures
#shaders #unity #techart
Needed something PCB-Shaped, so used that as an excuse to play with @rodzlabs.bsky.social 's MaterialMaker
I think it turned out somewhat ok, still getting used to all the tools and really miss a nice "Height Blend" node with midpoint control, but was a pretty great experience otherwise #3dart
New folding ideas video?
Oh hell yeah. I wish more artists put their music up for direct sale in general. So many only have streaming, so the only way to buy a track/album is to buy it off iTunes (afaict Apple just puts it there for purchase if you do Apple Music), and I'd love to not give money to apple if possible
Ok this rules: unstream.stream
Looking for a way to support a musician directly? Like a way to buy their music or kofi or patreon or anything other than streaming?
This app someone made shows places you can do that. Search for an artist, find their platforms, give them love.
Really dig this.
Hospital Records is 30 years old today...
I still remember a friend of mine playing Netsky - Memory Lane and Sick Music albums in general for me on his iPod in high school, making me absolutely obsessed with DnB for the rest of my life
youtu.be/cG7cRDcPY3k
An update on AppleGI:
@appleblossomvr.bsky.social
and special thanks to @rainy.fans for modeling
Just pushed out a new v7.2.0-dev.1 pre-release of my shaders. Ever wanted some snow coverage in your worlds? Now its just a couple of clicks away!
Docs: dev.shaders.orels.sh/docs/special...
Grab it on VCC, or GitHub: github.com/orels1/orels...
#shaders #unity3d #VRChat
I really like deck.blue for a tweetdeck style experience for bluesky. Since there are quite a bit of pretty good feeds + feeds you can make yourself - it is actually much more useful on bsky than it ever was on twitter imho
This is seriously one of the most powerful shader packages Iβve ever used. The included standard shader is a great world shader, but itβs more than that. The ability to quickly and easily write your own modules with minimal boilerplate has been a godsend. Itβs like surface shaders on crack.
Replayed Sayonara Wild Hearts again
and omg if it isnt still one of the most beautiful experiences I ever had playing a game... again, and again, and I'll do it again in the future