Does anybody has already organized a pipeline to collaborate on a Blender -> Godot project ? I would be interested by feedback/ideas
I am working on one to ease transmission of game assets. Important features will be the possibility to have git repository for both parts, Blender files and Godot project, so I have to manage filepaths not completely in Blender file but partially in a sidecarfile as contributors will each have their relative path. #b3d#blender#blender3d#godotengine#godot
@CWernerArt Oh, sorry about that. Hashtags often do nothing on other platforms, or have the opposite effect (like #Blender was banned on X for a while, due to a terrible video of a cat being put in a Blender...). I usually do #Blender3D.
As I am always struggling to remember how to get the noise I want in my procedural shaders in Blender, I have started to make screen captures of nodes and the corresponding result.
And I was wondering if it would be of some use to others. If so, I can create a repository with the screencaptures and a zip file with all of them. So git peoples will have everything sync with a command, and other people would download a zip.
I sorta want to make a 60fps version, maybe at half speed. But that would mean 4x the frames as this one, and I'm not ready to devote 6 hours of render time to this.
Hello ! J'espère que vous allez bien !
Cette semaine je suis malade comme un chien mais hier j'ai réussi à bidouiller des petits trucs !
J'ai commencer une créa pour le #WAT (même si je suis pas inscrit) et j'ai fait une version détaillée de mon avatar :miffy:
Separated his shirt to a separate object, and started detailing the head.
I like Blender Sculpt Mode. I prefer certain tools over similar tools in ZBrush or 3D-Coat, such as Blender's Elastic Deform tool, making use of Kelvinlets for silky-smooth deformation.
I decided to sculpt this guy as a single mesh, instead of the usual blocking out with separate primitives. Then I separated the shirt once that was sufficiently shaped.