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renderman / blenderman

Joined August 2019
Photo by Kolupsy (@kolupsy)Photo by Kolupsy (@kolupsy)Photo by Kolupsy (@kolupsy)Photo by Kolupsy (@kolupsy)Photo by Kolupsy (@kolupsy)Photo by Kolupsy (@kolupsy)Photo by Kolupsy (@kolupsy)Photo by Kolupsy (@kolupsy)Photo by Kolupsy (@kolupsy)Photo by Kolupsy (@kolupsy)
We cracked 3000 followers! Hello new followers 👋 New versions of Magic Trails and the Baking Node are available!!! Magic trails will also now be available on blender market. blendermarket.com/creators/k… app.gumroad.com/kolupsy #b3d #blender #blenderaddon Details below👇
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The #Ratatan Kickstarter is officially LIVE! Thank you all for your love and support in getting this project up and running! #ラタタン Kickstarterが正式にスタートしたタン!このプロジェクトの立ち上げや運営をサポートしてくれるみんなの愛に心から感謝! kickstarter.com/projects/rat…
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For me it is definitely hp first. Because hp means being able to get the artistic vision right while avoiding being limited by technical details. Of course you can still always create a blockout for whatever you are sculpting/modeling. But imo lp is best done through retopo
3d Artists - is it better to start in high poly or low poly? I've heard both and can never go from high to low but prefer high poly
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QRT your leafy nature art
QRT your leafy nature art 🍃🍁
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Uh oh
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It's finally here! UDON Custom Node Builder 🍜 Make your #b3d node groups more powerful than ever, by turning them into real nodes! Get UDON at 30% off over the launch weekend. Available on: Blender Market: blendermarket.com/products/u… Gumroad: gumroad.com/l/udon
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It’s true. With all the blender shortcuts and interface discussion lately, I can really just recommend picking this up as a skill. Just bend the software to your will 💪
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This seems more like a personal preference to me than an objective issue. I’m going to be interested in what blender developers have to say about it. Also it’d be trivial to make an addon for the deletion preference (and I think you can disable the edge gradient iirc)
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Normals are hard. I understand that Blender presents them differently from game engines but honestly I think it’s nice for when you aren’t making games (like most people) and don’t care about acquiring a deep understanding of computer graphics (like most people). It’s a trade-off
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*deep breath*
Replying to @JarienSky
Great! How would you explain shader vs material?
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Hey! It's been a while. I've made a game "Ship Happens!" with some amazing people. It was just as fun to create as it is to play. Compete as pirates fighting over stolen cargo! Check out the artwork on my Artstation: kolupsy.artstation.com/proje… #gamedev #indiedev #b3d #unity3d
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the rope is a very important part of the gameplay. Having it look good and feel juicy when you hit something adds a lot to the gameplay. The first thing I did was planning out the procedural animation for throwing the rope inside blender using geometry nodes
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the first iteration of the player character we ended up deciding on a redesign but going through the character pipeline before doing it for real was still valuable. Gave us a good idea of how long things take, pitfalls ect.
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How can one be so brave and chain 4 bump nodes 🥵
Ah! What's cool is that at a constant speed, wakes are effectively static, so I was just able to parent a normal map to the wheels (and if you have them all daisychained, you get cool interference patterns) #b3d
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I see this chart a lot but I still look at it every time, track down all instances of “Blender” and give it a satisfied nod
posting this for no reason whatsoever
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We every time guerrilla posts about their upcoming GDC talks: “You had me at ‘curious’!”
Curious about the pipelines that made Horizon Forbidden West possible? Head to Senior Technical Asset Artist Tom Delboo's #GDC2023 talk and hear about how the team designed their procedural workflow to texture the game's iconic machines! 👉 Learn more: bit.ly/42oLXs7
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Painter plugins are a thing? :0 that’s cool!
Created a plug-in to export masks from selected layers in Substance Painter. Download here: lnkd.in/euBR8qj8 #Substance3DPainter @Substance3D
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I don’t see the advantage of supporting material descriptions in exchange formats. Yet! Graphics aren’t standardized yet, you will always want to do something different with your materials depending on the target platform. For now I think using automation scripts is the way to go
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