Bilinear Blender blundering.

Joined June 2019
A little behind the camera peek at one of my shots on #Encanto
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What are booleans? Why booleans, how booleans? Wanna intersect with me? A game art thread for our time. RTs appreciated for this humble effortpost
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Nobody is talking about the ceiling lamp?
This is the best representation of pursuit vs saccade (“eye dart”) eye movement I’ve ever seen. #animtip
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Received a few questions in the past about some of my low poly approach so thought Id try to explain it a bit better. Will be adding a couple more posts to the thread later on✨
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As promised, here is the addon: github.com/Arminando/ActionP… It is very much a work in progress but the core feature is there. Will also make a proper tutorial soon. Planned extra features: support for shape keys, setup of correctives and much more #b3d #rigging #techart #animation
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Made a tool to streamline action constraint driven rigging. If anyone is interested I will put it on my github once it is finished. Also, the first glimpse at the character for my book, Nnema. #b3d #rigging #techart #animation #UnrealEngine
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Never touched the gradient tool, until @bclark_cgchar talked about it. Now I can't go without it. It can be aggressive so pair it with vertex selections to isolate areas you want to be affected. #b3d #rigging #gamedev #animation
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more fun with the wiggle bones addon. Little fake liquid Rig. Few hours more and it should be fine! Gets a bit laggy already but fairly good also in real time view. #blender3d #blendereevee #b3d
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Occluders! 🧱 Breaking sightlines. Better post this before this old #leveldesign trick becomes redundant due to performance no longer being an issue 😅 Kidding! Breaking sightlines will forever be important when World Building!
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I just made some big updates to the Bone Widget Addon (for Blender 3.0+) Better Quality video links: youtu.be/PDNVeDOzjzw vimeo.com/657697982 Download from Github github.com/waylow/boneWidget #b3d
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ああ、うん、やってるわ俺 こういう間違い
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When people asking you what is "Environmental storytelling" You show them this picture and tell them sometimes it would only need 1 decal. #gamedev #gameart #oops
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That's... bloody brilliant!
If you prefer your 2D paint program when fixing visible UV seams consider duplicating the mesh and creating a new UV map (UV2) that doesn't share edges with UV1. Bake texture 1 (T1) using UV1 into a new texture (T2) using UV2. Next, fix the seams and bake T2 back into T1. #b3d
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Light is everything.
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