dgar, (edited ) to random
@dgar@aus.social avatar

I bet a few of you don’t know that I made a short sci-fi film!

It’s about six minutes long and follows Kes, a cyberpunk cyborg, and her best friend, Rover, a robotic puppy car!!

https://youtu.be/ztqPhHmA2YY

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

Someone, uhh, accidentally convinced me to look at #blender video sequencer.

I know absolutely nothing about video, sequencers, timelines, composition or these parts of Blender codebase. Which is to say, perfect! :)

Just landed for Blender 4.1, make drawing UI of complex timelines 4x faster https://projects.blender.org/blender/blender/pulls/115311

But also, I started to look into related parts, and oof, now I want to speed up like 300 other parts. Which one to start with first?

dgar, (edited ) to random
@dgar@aus.social avatar

Ugh. My computer is sooooo slow.
168 frames to render for a seven second animation at about twenty minutes per frame.
I guess I’ll go do something else.

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

A while ago I started to wonder why "bicubic" image filter inside is exactly like that. And that led into a rabbit hole of trying to figure out what apps mean by "cubic"/"bicubic", and of course everyone means a different thing.

So I made a small html page to compare them! https://aras-p.info/img/misc/upsample_filter_comp_2024/

metin, to blender
@metin@graphics.social avatar

Started a new sculpting project in Blender Sculpt Mode.

I love SDF modeling, but I also like to remain adroit in traditional 3D sculpting. Both techniques have their own charm.

In this stage I'm determining the global shapes and add some crude first details.

More'll follow soon.

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

So! For two months by now, I've been part-time tinkering with video sequence editor. Now that Blender 4.1 is feature-complete, here's wot I managed to sneak in: https://aras-p.info/blog/2024/02/06/I-accidentally-Blender-VSE/

Let's see what other ruckus I can cause within the sequencer for the next release.

rml, to blender
@rml@functional.cafe avatar

I think what makes the learning curve of modeling & animation software like seem steep even for many seasoned designers is similar to what makes appear to have a steep learning curve even for many seasoned programmers: it's more about "learning to drive" than about learning the program's pleathora of features.

once you learn to drive in either emacs or blender, which essentially boils down to learning keyboard macros and how they makeup a tactile vocabulary with similar variations extending across a large number of "modes", you'll never again wind up spending half an hour figuring out how to edit your file again, those little things that initially steer people away from plunging in and reaping the benefits. but really that passes within about a month, and like being able to drive a bike or a car, the mobility offered by "putting in the work" lasts a lifetime.

aras, to Playdate
@aras@mastodon.gamedev.place avatar
Gustodon, to fediverse
@Gustodon@mas.to avatar

This is my first #Peertube upload, a collection of animations that I made as an example of how a level selection screen could be handled for my racing game.

If you have a second, I'd love to hear what happens when other people click this link.

https://peertube.tv/w/eCSDjtes5V13p1YYjuUqEV

Thanks for watching.

#3DArt #Blender #ConceptArt #IndieDev #Terragen #UI #Vimage

Craigp, to random
@Craigp@mastodon.social avatar

Oh, that's gross, @blender, did you accidentally invite Zuckerburg to sit into a recent dev meeting?

CWernerArt, to blender German
@CWernerArt@mstdn.social avatar

Do someone knows why this condition is not working in python? Is there really no way to check objects, if they have no faces/polygons?

if reference_mesh.edges and not reference_mesh.polygons: # Check if the reference mesh has only edges

This line have to check, if an object has edges only and no faces. But it doesn't work. Always objects having faces are also included into this condition.
Any idea?

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

is there really no way to just disable selecting back-faces post 2.7? This sucks.

video/mp4

ludrol, to blender
@ludrol@qoto.org avatar

I have made a brick in blender.

I have used a tutorial with slight tweaking to adjust some parameters.

@blender

metin, to blender
@metin@graphics.social avatar

An early-stage work-in-progress impression of a crocodile / dragon model I'm currently working on, using Blender Sculpt Mode.

More WIP images and info can be found in my Ko-fi:
https://ko-fi.com/metinseven

#3D #B3D #blender #Blender3D #sculpture #art #artwork #DigitalArt #ArtMatters #animal #animals #CharacterDesign #design #MastoArt #FediArt

harriorrihar, (edited ) to random Spanish
@harriorrihar@mas.to avatar

Some architectural I did for (2).

metin, to art
@metin@graphics.social avatar

Started a new sculpture in Blender. I love the stage of loosely adding virtual clay to establish shapes.

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

Oy vey! 4.1 is out. By some accident, everything mentioned under Video Sequencer section is my fault. https://www.blender.org/download/releases/4-1/#vse

DeltaWye, to blender
@DeltaWye@mstdn.social avatar

A bonfire for a scene I am doing in .

Poslovitch, to blender French
@Poslovitch@wikis.world avatar

Si vous êtes autour de ce week-end, faites un détour au parc des sports de Vandœuvre !

C'est le , et il y aura plusieurs stands autour du numérique libre et solidaire : , et la Fabrique Collective de la Culture du Libre.

Et on vous permettra de faire la course sur dans les rues de Vandœuvre, un circuit réalisé en grande partie grâce à et aux données OSM !

Viendez !

https://www.vandoeuvreingame.fr/

eroax, to blender
@eroax@fosstodon.org avatar
mdashow, to random

I'm learning Blender so that I can get back to working on my turn-based strategy game Dwarfare. (I have lots more low-poly models for it, but I made them all in Max.) This is the first thing I've made in Blender (and it's not done yet - still needs a body!) I have no idea how this game will get programmed - know anyone who would want to do that? - but in the mean time, I can continue working on art and game design.

alienmelon, to GraphicsProgramming
@alienmelon@mastodon.social avatar

along with other things, i got a procedural "unspecific fleshy organic meat material" done today.
it actually balances well between appalling and morbidly fascinating.
i'm proud of it!
yay for horror materials on 🥳 halloween month 💀

#GameArt #Shaders #Blender #B3d #IndieDev

  
  
[a screenshot of a fleshy looking material with lighter pieces bulging out of dark red areas. there are darker patches that look like veins running through the lighter areas. it looks unspecific and could also just be polished red rock. either way it's fittingly gross.](https://files.mastodon.social/media_attachments/files/111/180/828/240/308/310/original/7dff66a6131f8b6b.png)  
[another screenshot of a fleshy material. it looks very meaty.](https://files.mastodon.social/media_attachments/files/111/180/828/562/096/635/original/7151f387aff870b7.png)
Rekkert, to StarTrek
@Rekkert@mastodon.social avatar
phryk, to blender
@phryk@mastodon.social avatar

I thought the UI was horrible – and I don't think I'm wrong about that, but by now I see that it's way worse that there's this entire meta that isn't ever mentioned.

This includes (but might not be limited to) anything about the engineering of blender projects, i.e. how to structure projects and their components like animations to be maintain- and reusable, how to make them play well with exports or even what kind of data can be exported at all.

metin, to design
@metin@graphics.social avatar
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