Agents is a Crowd Simulation addon for Blender that is made entirely in Geometry Nodes and wrapped into a proper addon. It is a true agent-based simulation. And I think the first of its kind made in Geometry Nodes, at least with all these features packed together. The 3 things that make it a true agent-based sim are…
Holy crap, I thought this project died ages ago. Played a bunch when they first released it on Unreal. Was one of those mods that fell into the "Whoops, this game doesn't actually have a player base" trap (along with Atlantis, Troopers, etc). Heard they were going to Source and figured it was done for at that point. Really…
Hey guys, Given that my skills aren't sufficient for me to enter the Unearthly Challenge this year, I thought I'd focus on improving my skills by entering the melee weapon workshop by modeling the Axtinguisher from TF2. http://boards.polycount.net/showthread.php?t=66595 I'm wondering what the best way would be to model the…
The purpose of this is to improve my workflow and pipeline in zbrush, in particular I'd like to attempt to utilize zbrush in a more efficient way by working from large to small, low detail to high detail. This begins with a simple sketch I made in a sketch book and, one night while fiddling with Sculptaris in zbrush 2018,…
which proved to be totally useless can't capture for CRAP -fraps, camtasia, fail. even on high spec machines so I did a screen toaster capture which was much better than those programs (go figure...) of just me tracking through the level quite annoyed the whole thing is sort of fail, as I was aiming for animated…
THREAD FROM THE DEAD! so... yea... about a year after starting this project I am getting back to wrapping it up rather than let it fall into unfinished project abyss. I am working on re-baking the LP to get some better detail out of it, and then Ill wrap up the diffuse. I slapped together a scene that I want to finish off…
tiling textures: you can "wrap" the coordinate in the shader prior making the look up. You only have to preserve original texture coordinate gradients so that the mipmaps are not screwed. Basically mipmaps are computed from the difference of texture coordinates with quad (2x2 pixel threads). When you do the coordinate…
An update on the character I've worked further on his face to get the right 'feel' for the character as the previous face didn't really appeal or work with the vision I had. I've also made a start with his clothes, I used marvelous to get the trousers and the wraps that go around his legs. After retopoing it in Maya I…
Hello! How's everyone? Glad to see the entries and progress everyone else has made. It’s been quite a while since my last update, school kept me busy. After finalizing the scale, proportions, and overall look of the scene, I’ve started refining the mesh details. While I’m not entirely satisfied with how the meshes look…
Hello! I have a Bitmap2Material workflow question. First of all I have to say that I'm very impressed with what it can generate from simple untiled texture photos! This is gonna be a real timesaver in my toolbox, I'm glad I updated to Substance Live! But I have to admit that I find the name of the program quite confusing.…