Kolupsy

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Kolupsy

Kolupsy

@kolupsy

renderman / blenderman

Katılım Ağustos 2019
166 Takip Edilen3.4K Takipçiler
Kolupsy
Kolupsy@kolupsy·
@TuxedoPato I look up your twitter account so often when I show other people my favorite gameplay animation inspirations. Your 2D animation is really good but your 3D is just mindblowing to me. I think the knight is one of the most inspired fighting game characters I have ever seen!
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Martin
Martin@TuxedoPato·
I knew both would be the most popular, but I’m a little surprised 3D has more than 2D haha
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Martin
Martin@TuxedoPato·
This won’t change anything I make, but I’m just curious Which of my personal projects do you prefer?
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Kolupsy retweetledi
RATATAN (ラタタン)
RATATAN (ラタタン)@ratatan_game·
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/ratat…
RATATAN (ラタタン) tweet media
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Kolupsy
Kolupsy@kolupsy·
@fasthellgenug @gleb_alexandrov You could improve the performance by replacing the python loop with a C loop using foreach_get and foreach_set to transfer the position data between the mesh and GP. this should make the script drastically faster
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Helge🐧🔸🐘🦋
Helge🐧🔸🐘🦋@fasthellgenug·
@gleb_alexandrov It is! However, I'm not entirely sure how useful it can be... For testing, I just converted mesh vertices to GP stroke points via python. The workflow is rather clunky and performance might be an issue (?), but somehow it seems to work:
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Gleb Alexandrov
Gleb Alexandrov@gleb_alexandrov·
Is it possible to sculpt vertices (without edges and faces) in Blender? :) #b3d
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Kolupsy
Kolupsy@kolupsy·
@lateasusual_ ah true, that does seem like a smart idea. I guess alternatively you could have multiple tiles that spawn in and out, sort of doing the same thing on a macro level. I would really love to try this effect too some time
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Late as usual 🏳️‍⚧️
Late as usual 🏳️‍⚧️@lateasusual_·
@kolupsy it's not so hard for the snow, you just snap it to 1 texel increments when moving everything around. I think that's the next thing i'd add to this.
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Kolupsy
Kolupsy@kolupsy·
@lateasusual_ … which means that wind gusts that have a constant position in world space need to be shifted around in the texture when the camera moves. I feel like this would not be possible with snow as I think it would be easy to tell this shifting due to the texture’s limited resolution
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Kolupsy
Kolupsy@kolupsy·
@lateasusual_ I find interesting to think about how different games approach textures for environmental detail like snow, water wakes or wind. I think I saw in the DGC talk how wind vectors in God of War are being stored in a 3d texture that is always relative to the camera…
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Kolupsy
Kolupsy@kolupsy·
@pierrick_picaut I always try to make animation as easy as I can using blender but in the end I won’t become a good animator unless I practice and study way way more
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Kolupsy
Kolupsy@kolupsy·
@lateasusual_ Same, honestly. Any blender feature that isn’t directly useful for gamedev has kind of gotten under the radar for me
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Late as usual 🏳️‍⚧️
Late as usual 🏳️‍⚧️@lateasusual_·
it feels like i haven't opened blender in so long 🫠 i haven't even used simulation nodes since they were included in the main builds lol
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Kolupsy
Kolupsy@kolupsy·
@andrewpprice Also preserving UVs is not always possible I think, especially when I think about beveled corners or bevels with uneven profile or even cut count. So I think the reason why they are being split is because it gives the most consistent result
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Kolupsy
Kolupsy@kolupsy·
@andrewpprice I don’t think you should put in seams before the model is finalized but I have definitely been there so I think trying to preserve the seams is the way to go as I think keeping the islands roughly the same is more beneficial than creating extra strips with less deformation
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Andrew Price
Andrew Price@andrewpprice·
Blender artists: how should bevels treat seams? #b3d (Vote in the following poll)
Andrew Price tweet media
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Kolupsy
Kolupsy@kolupsy·
@MichaelG_3D Remembering the deadline in a couple hours 💀
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Michael
Michael@TheMG3D·
Artists! What do you do to get yourself motivated?
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Michael
Michael@TheMG3D·
QRT with your clay renders
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Kolupsy
Kolupsy@kolupsy·
@Pavel_Oliva I don’t think them being able to interact is a given, but would surely be cool. I personally would be more interested in adding simulated motion to animation instead of animation to simulated particles 🤭
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Kolupsy
Kolupsy@kolupsy·
@rukikuri What also works really well is when you swap out the planes for spheres. I find it hides the flatness of the geo nicely
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ruki
ruki@rukikuri·
A stylised tree I made a little bit ago! It makes use of 2D planes positioned on the tree with geometry nodes and tracked to the camera, with dynamic shading :D #blender3d #bnpr #b3d
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Kolupsy
Kolupsy@kolupsy·
@lunacidre I received my copy yesterday as well. Oooh I am so excited!
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Iuliia
Iuliia@lunacidre·
Gaming is so back!!!
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Kolupsy
Kolupsy@kolupsy·
@merilwenart Oh that’s a great concept. I am sure the environment art is going to turn out amazing 🤌
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sophie🍉
sophie🍉@merilwenart·
and so the practical part of my thesis begins.
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Late as usual 🏳️‍⚧️
Late as usual 🏳️‍⚧️@lateasusual_·
@kolupsy @maskamillion blender can't export FBX files, it just exports files that have the same file extension and very similar contents to FBX files. The FBX file format is proprietary, it belongs to Autodesk, blender can't use it.
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Max
Max@maxismakingstuf·
I love how straight forward and reliable #godot is to use. This would have taken me a week to get right with FBX and unity. All the animations just play, no clunkiness #blender3d #gamedev #indiedev
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Kolupsy
Kolupsy@kolupsy·
@lateasusual_ @maskamillion now you have inspired me to look into other exchange formats to power my blender->unity workflow. I haven't really questioned FBX as a suitable format before lol ... I mostly blame the blender FBX export operator for most FBX import related issues
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Late as usual 🏳️‍⚧️
Late as usual 🏳️‍⚧️@lateasusual_·
@kolupsy @maskamillion yeah, the issues there are mainly due to FBX being... not the best format lol this is what the import dialog (for .blend files) looks like in godot - has blender-specific options like what to do with modifiers, whether to export vertex attribs, materials etc.
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