Spent today making various different flowers and arrangements…
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@artoftoryanse
Spent today making various different flowers and arrangements…
Some prop modelling from yesterday: flashlight, wrought iron pot-stand and vintage paper dispenser...
Wrote up a few notes on making a rotatable handle in Unity using Playmaker... http://www.holyfingers.co.uk/main/blog/2018/01/16/getting-a-handle-on/
Working on a turnable handle today, trickier than I anticipated!
Remodeling my florist character... #pyjamasandwellyboots
Wrote up a few notes on making a washing-line in Unity and Playmaker:
http://www.holyfingers.co.uk/main/blog/2017/11/07/on-the-line/
You can grab the Playmaker actions on the forum here:
http://hutonggames.com/playmakerforum/index.php?topic=16079
Playing around with a little formula for rotating wheels based on position: wheel rotation.z = (wheel position.x) × ((-180 ÷ wheel radius) ÷ Pi)
Only really works in a straight line, but handy for background traffic etc.
Rummaging through old Toryansé folders and came across a few vehicles that I never got round to using; modeled another for good measure...
I've written up a few wee notes on smashing pots in Unity using Playmaker: http://www.holyfingers.co.uk/main/blog/2017/08/25/super-smashing-great/
Managed to get the smashy pot working in Unity. The new timeline makes it super easy to sync stuff up; I’ve got standard animation clips, blend shapes, particles and active/inactive keyframes, all staying in time with each other here!
Working on some smashable plant pots today...
Finally making a start on the next little Toryansé short, with a fancy chair/pot holder...
A flaming torch inspired by Edward del Villar's tweet: https://t.co/a2huD7T5GR and Simon Trümpler's talk about VFX in Rime: https://www.youtube.com/watch?v=lAYIF0lwy60
I spent a pleasant rainy evening with an elderly woman the other day in Reel , exploring her workplace, fiddling with the environment, startling a cat, and
Alice O’Connor wrote some lovely things about Reel today on Rock Paper Shotgun!
Hey there! I came across your page when I was researching cel-shaded lighting solutions for a unity project I'm working on. Someone had already asked you about how you go about texturing your models. You replied that you don't use textures and instead "color individual faces and store it as a vertex map". However, you can't vertex paint faces (as the name would imply). Did you mean you assign different materials to different faces? Vertex painting on low poly meshes results in a lot of bleeding.
Hello there! In every 3d package I’ve used it’s been possible to paint vertex colours, weight maps, masks etc. per face. Although vertices represent singular points in space, multiple values can be stored per point; for a CAV map, multiple colours give you your hard edges. Is there maybe a selection-set menu hidden somewhere in your paint tool? Or mask settings?Alternatively, what I’ve been doing recently is taking an image of my palette, applying it as a temporary texture to my models and then using the UV editor to assign colours to the sections I want. I then bake this so when I import the model to Unity, shaders can access the Vertex Colours and no texture is required. Would that work for you?Cheers,Nick