my favorite animal, the shat
styofa doing anything

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Misplaced Lens Cap
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Mike Driver
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Janaina Medeiros
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PUT YOUR BEARD IN MY MOUTH
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@greeblefish
my favorite animal, the shat
YO??
Pigeon wings
Just wanted to show the articulation for this model in motion.
These work by blending between 2 saved poses (spread and folded), with corrective shapekeys to fix up a lot of the polygon jank and imperfect weights. Not perfect, but I'm happy with it as a first serious attempt at rigged stylized wings.
Plus a wireframe view:
A handful of expressions made using the shapekeys on my wolf model
Deinonychus Takedown for animation practice
Hello! I LOVE your 3D work, I'm particularly interested in creating realistic fur and textures for my own models and I'm just wondering (if you don't mind answering,) what render engine do you use? Is it cycles? Also do you do anything special for the hair shader or is it just hair bsdf/principled bsdf?
I understand if you don't want to answer these, just curious. I struggle making my fur grooms look realistic in blender
Hello! ^^ I don't mind answering!
Yes, I use Cycles and Principled Hair BSDF, this is usually enough for a fairly realistic result. Fur doesn't always look perfect, and I sometimes look for the beautiful lighting for a long time (proper lighting can hide some imperfections and show the fur in a more beautiful way), but overall it's good enough:
The realism of the fur is also very dependent on combing and clumping, plus roughness. Real fur isn't perfectly straight and these little details add a lot to the realism. For example, here is the same piece of fur with the same Principled Hair BSDF shader, but before and after the clumping and roughness settings. For me personally, this detail was very easy to miss and very important when I finally found out about it:
I can hardly give any other advice, especially not knowing exactly what you already have and are trying to do, so I can only wish you good luck! I find fur one of the hardest things to create, at my first attempts I always ended up with a weird looking brush-like fur XD
Fun fact: We know the size of the Pokémon world because Scarlet and Violet has framerate issues
Video games tend to do this thing called "culling," where they don't render things that aren't in use. In Breath of the Wild, there's no reason for Link to be able to see how many apples are on a tree in Hateno when he's all the way in Tarrey Town, or know how many Bokoblins are running around Hebra Mountain. Link has a radius around himself that spawns in people, enemies, items, etc, so that the player gets the full experience of a rendered world without the game having to keep track of 850 Hearty Radishes sparkling.
This is good.
Scarlet and Violet has really AGGRESSIVE culling. The devs knew the game was framey and did everything they could up until the last possible second to save on resources.
The player has a single square that's always rendered around them, which takes about 10 seconds to run across. Besides that, all that's visible is whatever the camera is facing; if the camera can't see it, it does not exist.
You might think that this would be good for performance, since the game isn't calling as many assets constantly. And you would be right, if the things culled were ALL that the game was trying to render.
We all know at this point about the memory leak problem the game has, where it won't toss garbage data it's not using. This is supposed to account for the framerate drop; however, if it was ONLY the memory leak, it should start out smoothly, then decay over time until it's unplayable.
So what gives?
This is the ocean.
It's pretty. It's got a tiny bit of reflection, some gentle waves, a nice gradient. A beautifully made ocean without repetitive textures is always nice.
THIS IS THE OCEAN.
IT IS NOT CULLED.
Look at the SIZE of this thing! Paldea is an ANT in the middle of this puddle. It's rendering ALL of this, ALL its sparkles and waves, ALL the time.
Now, this is usually the part of the post where I'm like "and because we know the size of the ocean, based on the coastlines and wind direction, we can figure out how big the rest of the planet is by comparison!" like I did with Breath of the Wild over a year ago.
No.
Another video game term you might not be familiar with is a "skybox." Basically, to give the illusion of faraway objects, clouds, mountains, etc, and to hide the black void most 3D games are built in, games will have a texture wrapped around either the level or where the player is standing. For example:
This is a level from Twilight Princess called Sacred Grove. You normally can't see the bottom parts of this, hence why it turns into a gray plane, but the parts you CAN theoretically see by looking through the trees are colored so you think you're looking at a sky. You can see the edge of the void down in the bottom right corner.
Here's another one from Twilight Princess. You can see the different textures that stack on top of each other, as well as the blue skybox that's centered around Link when he's in the area. You, as the player, FEEL like you're in a small part of a larger world, because the devs cleverly structured together elements you CAN see in other areas into the background.
More complicated versions of skyboxes, typically semi-circular, are called skydomes.
They tend to look kind of like snowglobes, because you do not need to render anything that can't be seen. There's no situation in which the player should be able to fall lower than the level, so there's no reason to render the dome into a sphere in the event that that happens.
In Scarlet and Violet, it would make sense for the skydome to end where the ocean does. There's no situation in which the player manages to go past or underneath the ocean, so even if you wanted a gigantic ocean size like they have, you don't need to use more sky to encompass that.
They did not get this memo.
You might be thinking to yourself "wow, that looks like the curvature of the Earth!"
AND YOU WOULD BE RIGHT!!!!!
Why is this here. Why is it so big. I can't even see Paldea anymore. What exactly was planned for this.
Clever readers might have noticed that I labeled this "Skysphere" and not "Skydome."
That's because it for some reason is a sphere. Paldea is sitting in the middle of a fully rendered gigantic sphere in space. For some reason.
Look at Earth. Look at Spain, which Paldea is supposed to mimic.
I overlaid Spain over Paldea and made them roughly the same size. Assuming the two to be 1:1, the OCEAN is bigger than Earth.
If I then take that size and apply it to the skysphere:
HI. WHY IS THIS A THING.
The skysphere is bigger than the PROPORTION OF THE SUN TO THE EARTH:
I will be taking this as canon sizing until the Pokémon Company comes out and either CULLS this monstrosity and stops forcing our Switches to render THE SUN, or until the Pokémon Company comes out and gives us a canon planet size.
graphics $200
new mechanics $150
story $800
rendering the infinite sky and infinite sea $3,600
hiring Toby Fox $150
someone who is good at the economy please help me budget this. my small indie company is dying
So, I discussed this with several friends of mine who are either software devs and/or gamedevs, and we all came to the same conclusion as to why and how this happened.
Essentially, all of us are confident that at some point during development, The Pokemon Company, who basically sets all the deadlines but has almost nothing to do with game development, doesn’t know anything about game development, and isn’t a game development studio said to Gamefreak and said “We need a big flyover camera shot of the entire reasons for marketing purposes.”
“The game engine can’t really do that at this stage.”
“We don’t care. Make it work and do it five minutes ago. We need the trailer to launch NOW.”
So somebody slapped a method together that worked for those purposes, and it got left in the game.
And then they were probably told “hey it solves that problem, leave it in and work on these other things we told you to prioritize.”
“But that will cause problems down the line!”
“I don’t care. Work on the stuff we tell you to.”
And then it just got left in. And then there are two theories as to why it would have been left in and unchanged:
1. People knew about it, submitted internal tickets about it, and those tickets were always placed on the bottom of the priority list.
2. Nobody realized it was going to be as big of a problem as it was, and the change that was made to accommodate a trailer got lost in the shuffle and folks forgot about it. And so when they looked in the normal places to see what might have been causing FPS issues, they couldn’t find anything and didn’t have the time to dig deeper. Keep in mind these issues have been present in the game since day one. Pokémon’s been emulated on the PC since day one. It took an ENTIRE FANBASE scouring the game to find the problem. Fandoms have essentially an infinite time and budget compared to dev teams and it still took them this long to figure out the cause.
Especially non-union dev teams that are under extreme crunch deadlines because the Pokémon Company first and foremost is a massive merchandise apparatus that demands games as a medium to drum up hype for the brand.
The reason why the newest Pokémon game is like this has nothing to do with the Devs being lazy and everything to do with the game being produced on a comparative shoestring budget and cartoonish crunch deadlines because corporate investors are greedy greedy motherfuckers.
Don’t blame the devs. Blame the corpos.
I'm learning Blender, and its the nicest program I've encountered since Procreate. I'm not even a 3D artist. But I think we all deserve to make use of this little tart of a program!
I made this transparent 1024x1024 decal texture as part of a long-running gag with someone I now no longer wish to associate with, so now I‘m setting “BALLZ” free into the wild. no credit necessary, do as thou wilt with this shitty .png of mildly profane graffiti
SUBDIV MATHS SUBDIV MATHS
Hello! I have a couple of queries regarding your latest animation.
Is there a longer version of the music in the goat girl dancing clip available anywhere, or was it a short one off for the adorable animation?
Also the animation is tagged as '3D', could you say what software do you use to create such wonderful art, and would you be willing to share any information or advise at all on creating a lineless & flat style animation?
It is very unique, and thank you for taking the time to read an hopefully respond to this ask.
TY!! There is not a longer version of the song, sorry. A good friend of mine who wishes to remain anonymous made it. They did the music and the main spell woosh SFX, I did the rest of the SFX. And yes, it is 3D. It was made entirely in Blender. There's a couple things that make it look 2D: 1.) The shaders are all set to emission, so they don't have any shading on them (hence the flat render). 2.) The film 'filter size' property under Render Properties is set to 0.00 px, essentially disabling anti-aliasing and giving it the binary pen look. 3.) The animation is at 24fps, and not using interpolated keyframes (they snap to positions instead of sliding), which is achieved by selecting keyframes in the dope sheet, and setting the interpolation mode to 'constant'. Some keys are animated on 1's, 2's, 3's, etc. giving it that 2D animation look. 4.) This is hard to see because of all the motion, but there is a subtle 'line boiling' effect achieved through the use of a Displace modifier on the model. I set the coordinates to 'Object', and linked it to an empty object which is moving up on the Z axis with stepped interpolation. This moves the noise texture in 3D space and makes the edges of the model 'boil' every 8 frames, like you see often in 2D animation.
Hopefully that answers your questions. Aside from that, the smear frames were drawn using the grease pencil tool in Blender.
signing in to work after the hols, greeted by terrible jokes from my boss
I tried to make tutorial about rigging and making 3d effect in Spine Pro.
me, appreciating all the hard work that goes into creating video game environments:
FURNITURE HELLSCAPE (a song)
video made with ikea's online design tools!