I hear darksouls is getting a remaster and that it will not look like this.
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@blueflytrap
I hear darksouls is getting a remaster and that it will not look like this.
𝓝𝓸 𝓼𝔀𝓮𝓪𝓻𝓲𝓷𝓰
Night Sentinel from Doom 2016
There was a sword being held but when I took it out the pose became hauntingly familiar.
So have you figured out how to light up Jaguar's eyes yet?
is there speedrun tech involved cause there’s only one skin
Nah. Just a little bit of setup to work around a bug you've encountered but probably didn't notice.
Enable override materials and then find the material titled jag_blue_eyes. It gives him blue eyes. Hence the name.
Give it a float for parameter $emissiveBlendStrength and then right click the material and turn it into an animation set.
Congrats. You now have a slider for control of intensity at all times.
And you’ll need it because the intensity of glowing bits doubles with every light that touches the model. Shit gets real bright real fast. This applies to all kaiju model you currently have on hand except Gigan.
I did a SFM experiment. Turns out a model texture will still look low res in SFM no matter if it's 512x512 or 2512x2512 (Max res before VTFEdit began crashing) but there's a significant difference in 3DS Max. Also I have no good SFM friends to share this with so I'm just gonna share it with you
neat
First off: anisotropic filtering will often keep things at the same res regardless of what the source resolution is because mipmaps; that and their pixel density on your screen between comparisons did not change if I had to guess.
Disable mipmaps on them so they don’t filter and you’ll get their actual res at all times. As an added bonus it takes up less memory. It does, however, look awful in any non-sfm source game because of how infinitely sharp they are unless you’re supersampling. Careful with that.
Second: 2512x2512 will never work. Vtf must be a power of 2 for the engine to actually display them. Your options for length and width are locked to 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, and for compressed formats 4096.
The funny thing about that last part is that with source’ compression formats being shit an uncompressed 2048 by 2048 texture will always look better than a dxt compressed 4096 by 4096 variant.
I believe this is what people refer to as Gun Porn.
[source]
I love this weapon so very much. Next to the SSG it was my favorite weapon to use.
It’s funny to think that the turret chaingun was probably designed by the UAC to be mounted somewhere and used while stationary, but the Doom Slayer is like “I don’t have time to just stand around” and uses the sexy beast while mobile.
Oh hey those are my animations. Man that gun has been the bane of my spare time for the past week.
Animations cannot be extracted from Doom 4 you see. It’s hard enough just to get the models and textures out and even then they are far from usable raw. Cyberdemon alone took me over 240 hours to put back together.
The chaingun came out more broken than Cyber did. Imagine that.
Managed to salvage about half the original skeleton and just remade the rest from scratch. Re-rigged to 74 bones total but the turret mod only uses 52 of them. Everything from that point on was hand animated purely via reference footage to an almost fanatical degree of accuracy.
But since I was only able to go off reference footage there was a ton of stuff you cannot see that needed to be accounted for. One of the more interesting ones is that the ammo covers that spring up every time the gun adjust itself are not actually long enough to cover the ammobelts. They float in mid air just under where the camera cuts off for those animations. I took the liberty of filling in the gaps myself.
Now the back grip was never meant to be seen in first person either. The concept art actually accounted for this with turret mode moving to the center of the viewport. It dropped down to be out of the way.
No I’m not sure how you’re supposed to hold that either.
Now the model itself was not made to do that. The artist actually went out of they way to prevent it. So how did Id Software move it out of the way of your view? Like this:
Jury rigged a linkage for the handle and it looks all the better for it.
Also yes the firing mechanism of the turret mod are physically impossible but let’s not pretend that one was hard to figure out.
And since I’m here I might as well drop some frames of more recent animations.
When's the Undertale models coming to SFM?
I want to know too.
It’s funny because if I consider you the second largest cause of delay.
how is reaper's dick going through two buckles that are solid metal. and if you ask me to remove the belts, i'll add more.
Reaper is a ghostly figure. His weenie can pass through belt buckles and pants with ease. You need not remove them Blue. :v
Three things:
1. That's not me.
2. Given the density of metals is high enough that light doesn’t really permeate their surface that leads to some less than flattering hypothesis regarding how Reaper managed.
3. I’m going to probably end up doubling or tripling the belt count once I finish writing up documentation anyway. He already has four but that evidently is not enough.
Are you happy that Ciaran actually got referenced in Darksouls III? Also return of the hornet ring.
Ciaran’s twin daggers exist in the game files if you’re curious. Albeit unused.
There’s a lot of unused stuff in there. Like texture files for ocelot for example. No model though. Thus the baby Oceiros is so keen to defend isn’t even real.
this is not okay
I’ve just realized something very important during my animation study
I was wondering why many of the animations of Dark Souls were so difficult to gauge and read when studied, and I finally stumbled across a 1/3 speed .gif that plainly shows the problem
Look at the left hand. Do you see it? Look at that broken wrist.
The more I look, the more I find that many of the animations in Dark Souls ‘cheat’ in favor of getting a general look or weapon arc.
But you don’t see it because many of these transitions are in split-second windows, or the infamous motion-blur masks the motion enough to make it vague and somewhat undetectable to an untrained eye.
I’ll have to take this into consideration while I make this next set of animations…
Naww son that left hand is actually 24 Strength© and 12 Dexterity™, no cheating here, git gud
The cause is likely only partly the fault of the animations. Fromsoftware's rigging for the player’s hands leaves much to be desired.
They will appear mangled when bent for nearly all of them. To say nothing of the fingers themselves which, as a byproduct of only being 2 bone chains instead of 4, crumple when clenched.
And there’s Ornstein who has 4 bones per individual finger for some reason.
The source engine does an exceedingly poor job handling jiggling skirts.
Mostly because jigglebones cannot have their own sequences in any pre-dota2 engine branch.
It did a good enough job with the hair at least.
Did you know there are cosmetically three gargoyles in the game files?
There’s the bell gargoyle of course, an alternate damaged bell gargoyle, and the golden gargoyles exclusive to Anor Londo. The latter possesses it’s own unique versions of the gargoyle’s weapons as well as lightning based attacks.
I decided to make something from a show I like for once.
Here’s hoping I don’t end up regretting it.
Not a day goes by that I don’t regret modelling this.
Is that my fucking loaf
*Looks left, then right... whisper* RileyxSamusssss....