martincrownover, to blender
@martincrownover@mastodon.gamedev.place avatar

I went ahead and animated this thing!

Animation is not something I've ever formally trained in, but I enjoy doing it. I just tend to get really caught up in the details of the curves, making sure everything looks just right. 😅

Created across many versions of Blender, but touched up and rendered in Blender 4.0, with Cycles. AgX is pretty nice!

A 3D render of a Piranha Plant idly resting in a clay pot. The plant has a large, red spotted, bulbous head with a gaping mouth, teeth, and a long pink tongue. Its mouth has strands of sticky spit bridging the top and bottom, and the tongue dribbles spit as it sits there. The clay pot is dirty and broken, and there are small mounds of soil on the floor nearby.

martincrownover, to blender
@martincrownover@mastodon.gamedev.place avatar
juulcat, to Skyrim
@juulcat@mastodon.gamedev.place avatar
juulcat,
@juulcat@mastodon.gamedev.place avatar
martincrownover, to blender
@martincrownover@mastodon.gamedev.place avatar
martincrownover, to blender
@martincrownover@mastodon.gamedev.place avatar

Blender is starting to get a little crashy with these, so I think it might be time to move onto a different type of cereal.

Here's how it looks with some geometry nodes sugar crystals and more realistic lighting.

Maybe some oat pieces next? 😋

leebennett, to animation
@leebennett@mastodon.social avatar

I feel @jamesthomson might appreciate this:

So y’all remember app (spin off from )? When you check in and earn , it animates them falling/flying/splashing around the screen.

The number of coins in the correlates to the number earned for that checkin.

Usually a checkin gets just a few coins. Sometimes bonuses will net 100+.

I had two checkins today with insane bonuses resulting in 600+ coins each. The app choked horribly trying to the animation!!

TheArtofSaul, to DOOM

What if #Doom had an #NES port? ..😉 I had to pay homage to a legend in gaming. 🔥
www.Patreon.com/TheArtofSaul

#Maxon #Redshift3d #SideFX #Houdini #3d #render #FPS #IDSoftware #Nintendo #SubstancePainter

TheArtofSaul, to SuperMario

Making more game labels for the #Patreon #Tutorial animation. Have to throw in my childhood #NES classics. 🍄🎉
www.Patreon.com/theartofsaul

#MarioBros #SuperMario #Nintendo #Houdini #SideFX #Redshift3d #render #design #digitalart #3d #cgi #Maxon

janela, to architecture
@janela@pixelfed.social avatar

Espaços imaginários. De vez em quando criamos projetos fictícios para exercitar nossa criatividade e explorar possibilidades da arquitetura, através de materialidades, formas, cores, luz e sombra.

#b3d #parametricarchitecture #arquitetura #imaginaryarchitecture #render #renderlovers #architecture #archviz #blender #myst

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ChristopheLeBas, to blender French
@ChristopheLeBas@vis.social avatar

On est dans le culinaire ! Un bloc de makis et de sushis :) 🍥 🍣

We are in the culinary business! A block of makis and sushi :) 🍥 🍣

#Blender #3D #Blender3D #Tuto #food #render #3Dart #illustration #lowpoly #modelling

TheArtofSaul, to Nintendo

Patreon Tutorial 47 Parts 8-10 #Tutorial Preview. the #Nintendo #NES project is coming together now. 😃⚔️🎮 www.Patreon.com/theartofsaul

#Redshift3d #Maxon #render #mograph #Zelda #Metroid #3d #design #creative #digitalart #cgi

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martincrownover, to blender
@martincrownover@mastodon.gamedev.place avatar

I finished this render redo just in time for . 😅

Here's the 2023 version of Surfbot - a redo of one of my first renders in Blender.

I recreated all the textures, most of them being procedural with a handful of painted elements, cleaned up the model (and rigged it!), and did a lot of work on the other scene elements. I've learned a lot in the last 10 years!

SinclairSpeccy, to ps1graphics

More renders before school goes back.

These are the same render but the sky has been adjusted to night on the left and day on the right

#3D #Render #Bryce #Bryce7 #MastoArt #Art #Bryce3D

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TheArtofSaul, to Nintendo

Swapped the label to another childhood classic. METROID - The benefit of all the manual labor for the UV's etc, are going to all pay off with easy game label swapping for the looping animation. 😀

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TheArtofSaul, to Zelda

The finished model + texturing of the #NES #Zelda #PCB board that will go inside the cartridge. #Adobe #SubstancePainter fun along with #MOI3D and #SideFX #Houdini.

#Maxon #Redshift3d #render #80s #retrogaming #Nintendo #3d #digitalart #cgi #instaart #retro

martincrownover, to blender
@martincrownover@mastodon.gamedev.place avatar
martincrownover, to blender
@martincrownover@mastodon.gamedev.place avatar

A silly thing I was playing with today. The surface of the moon and the stars are both procedural materials.

#blender #blender3d #b3d #cycles #animation #loop #render #moon #procedural

A looping animation of a moon going through a full lunar cycle.

tomerlandsen, to art
Sugarsnap, to blender
toxi, to genart
@toxi@mastodon.thi.ng avatar

Been getting several DMs about the #GenerativeArt banner image in my profile. It's an old render (from 2010) of a recursive #Voronoi projected into a #Quadtree. This video shows the interplay of 2 conceptual hierarchies:

  1. Verlet particles with attractive/repulsive force fields are spawned in a squared 2d space and negotiate their positions over time. These positions are also used as sites for creating a dynamic Voronoi diagram to define cell structures around each particle. Each resulting Voronoi region can then become the physical (and constantly changing) bounds for the next level of recursion, spawning more particles to subdivide it into smaller regions. Each cell at each level is using its own Voronoi instance with sub-regions clipped to their respective parent region. The process becomes more and more local... The setup in the video has a maximum tree depth of 3.

  2. A quadtree is used to visualize the hierarchy of cells from phase 1 and its depth structure represented as extruded 3D model (in isometric perspective). For this video the quadtree has a depth of 10 levels with the maximum level of recursion tracing/coinciding with the Voronoi cell edges. The elevation of cell walls depends on the depth of the cell in the original tree, with the cells at deepest level resulting in the tallest structures. Furthermore, the elevation is modulated by the distance of each point to the nearest vertex of its parent cell polygon/region...

#Toxiclibs #Sunflow #GenerativeDesign #Architecture

Grayscale, ambient occlusion render of an animated, physics-driven, nested Voronoi diagram resembling an complex abstract architecture rising from an initially flat plane. Isometric view.

toxi,
@toxi@mastodon.thi.ng avatar

@nclslbrn You're absolutely right: cell division was an obvious influence, though the whole thing was actually one of the concepts I worked on for an architecture course website (UCL Bartlett) to dynamically visualize their site/content structure/hierarchy and it would have changed with every new piece of content added... Here're some more variations of that theme...

(Ps. No worries about "intrusion" or "perversion" — this project was from 2010 and we all see something different in these kinds of works... all good!)

#Architecture #Render #3D #Generative #DataViz

stefaneiseleart, to genart German
@stefaneiseleart@mograph.social avatar
juulcat, to random
@juulcat@mastodon.gamedev.place avatar

Atmopshere tests: atmosphere volumetric shadows #render in #Avoyd #Voxel

juulcat,
@juulcat@mastodon.gamedev.place avatar

A closer look
#Avoyd #Voxel #Render

juulcat,
@juulcat@mastodon.gamedev.place avatar

A view from the other side with more atmosphere volumetric shadows

juulcat,
@juulcat@mastodon.gamedev.place avatar

Decreased the atmosphere amount and didn't include atmosphere volumetric shadows.
The #spaceship metallic reflections show well with these settings.
#Avoyd #Voxel #Render

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