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More works in higher quality in my port: discord.gg/XUHxQd2Txh
#VFX #robloxvfx #RobloxDev #RobloxDevs #realtimeVFX #ROBLOX
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Cutscene for Go Runner
Commissions: OPEN ✨
Animation by @nunin0_4(me)
Vfx by @Pick3dd
#Roblox #RobloxDev #robloxanimation #robloxstudio
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I found my old insta360, put it on the bike and ran a quick test.
In this experiment I'm trying different controlnets with LTX-2 in ComfyUI to see what I’ll get.
First tests are promising, but trees turning into dust clouds and a third rear wheel is not what i need haha.
I’ll probably have to mask the rear wheel and trees before processing. I think it would give me a cleaner result. The main quest is still to explore ways to keep control of the shot, perspective and spatial depth. Controlnets can definitely help with that. Using Real footage is fun and gives free motion details, but I think a simple 3D animation would be faster.
btw I got my first frame in 5x4 aspect ratio. Changed it to 16x9 with Qwen in ComfyUI by adding black bars on the sides and prompted to remove the black bars. Worked surprisingly well.
Running all tests locally on a 3090
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Isagi inspired cutscene
✦ Scripting: Me
✦ VFX: Me
✦ SFX: Me
✦ Animation: @Un_lofeu
#ROBLOX #RobloxStudio #RobloxDev #robloxanimation #FobloxVFX #RobloxDevs #VFX
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PICK IT UP 3D retweetledi
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Kratos Axe Skills 🪓
Anims by @nunin0_4 (Me)
VFX by @Pick3dd
#Roblox #RobloxDev #robloxanimation #robloxstudio
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Thomas Andre's Awakening for a new Solo Leveling BG
-Anims @ prithom
-VFX @Nitro_X0
- SFX @musicbyariatec
-Modeling @Minion5001
- Scripting done by me
Game link: discord.gg/pf2ZZGMJwA
#Roblox #RobloxDev #SoloLeveling
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PICK IT UP 3D retweetledi
PICK IT UP 3D retweetledi
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Workflow explained by Creative Multi-Dimensional Specialist, Tony Hou: This short was created with the AI powered 3D workflow which utilized traditional 3D processes and @LumaLabsAI’s Ray3.14 Modify video.
We are at a point where AI integration is no longer a binary but is flexible to the artist’s needs. This allows us to preserve traditional processes to the extent of the artist’s needs and desire.
I mainly used Ray3.14 as what I call an “intelligent render engine”, which worked with traditional ray trace render but cutting time and cost down to a fraction. The model’s ability to understand worlds with implied physics allowed for ubiquitous particle sims (foot step dust, ground dust, etc.)
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