Beyond Dev - Tyler Walker

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Beyond Dev - Tyler Walker

Beyond Dev - Tyler Walker

@realBeyondDev

Head of 3D and Avatars for @join_hallway. MHA Beyond Creator. Comms Open. https://t.co/jhXWY0TWo5

Katılım Aralık 2016
943 Takip Edilen2.3K Takipçiler
Tsetsebumba
Tsetsebumba@tsetsebumba·
did this shot a month ago haven't touched back on this project in a while... it calls to me😢. #invincible vs #Mha
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ashlee! COMMS OPEN
ashlee! COMMS OPEN@ashlee3dee·
learning about harmonic functions for the SplaTool v2 update which will include it as an optional brush stroke direction heuristic
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aVersionOfReality
aVersionOfReality@AversionReality·
The goal of my Line Art addon is not merely to offer a source of Screen Space Extraction (aka post-process) line art, but to actually offer a fully functionable workflow. SSE lines are commonly used based on Depth and Normals in games for things like highlighting selections, but they aren't commonly used for high detail line art because they are hard to control. They allow very advanced results, but you have to setup the inputs for them. My toolset is not just about extracting lines, but giving artist friendly tools to author the necessary mesh data. This clip shows an example of why this matters: - First, we see regular Normal based lines on the hardsurface headset. These work fine from some angles, but the lines break from others. This is because the detection is based on comparing neighboring pixels and the angle of the Normals there. But those comparisons are in screen space, so as things move, areas can get occluded, or the comparison is between pixels that don't fall exactly on hardsurface edge. These work great on organic shapes where lines won't necessarily follow mesh edge loops, but not well on complex hard surfaces. - Second, we see Marked Edges. These work slightly better, but still have similar problems. This is because they don't work well if both faces around the marked edge aren't visible and a decent size on the screen. There is 2 levels of subsurf on this mesh, so the marked faces can be very small. Marked edges work on flatter surfaces, but not so well here. - Third is a proper ID mask. Each area contained by marked edges is set to a different color. Now the lines detect super cleanly because there are solid areas of color. It can detect a difference in the regions even if the actual edge is partly occluded, or the camera very zoomed out. So we have 3 slightly different options for slightly different use cases. And the third requires the ID groups to be created. So a successful toolset needs to make it easy to do whichever is needed in a specific area, or run some combination. So I am including tools for ID group setup too. And these will still be useful for other SSE workflows, like the new Raycast node in 5.1, which is doing the same process and has all the same artistic challenges, but we can't feed it arbitrary data yet. But hopefully in 5.2. The addon will support it in the future. But getting all this figured out and working well is also why it still isn't ready for release 😅
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Songyou Peng
Songyou Peng@songyoupeng·
Yay, finally! Introducing Vision Banana🍌 from @GoogleDeepMind, our unified model that outperforms SoTA specialist models on various vision tasks! By treating 2D/3D vision tasks as image generation, we unlock a new foundation for CV. Project page: vision-banana.github.io (1/5)
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Null Dev|Unity
Null Dev|Unity@Null7162·
MagicaCloth2のコライダー自動生成ツールをアップデートしました! 特に指のコライダー精度を大幅に改善しました! 細かい指先もしっかりと自動で生成されるようになっています。 かなり精度が上がったので、ぜひ試してみてください!! #MagicaCloth #Unity
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Beyond Dev - Tyler Walker
Beyond Dev - Tyler Walker@realBeyondDev·
@DeemosTech Congrats all! As a full pipeline 3D tech director and game dev the results are exceptional quality. Looking forward to @xrvitd's github repo updates. Will be sure to @ you all with results in my own stuff.
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Hyper3D by Deemos
Hyper3D by Deemos@DeemosTech·
🤯Topology & UV — the NO.1 headaches in #3D GenAI. 🔥We just move closer to BOTH at the same time. Introducing SATO: Strips as Tokens, a new autoregressive model for topology & UV, has been conditionally accepted to #SIGGRAPH 2026. Will available at #Hyper3D More details👇
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Rive
Rive@rive_app·
Rive Unreal 0.4.23 has been approved and is in the @fab store 🚀 Unreal 5.6 compatibility 🗺️ RiveRenderTarget2D GetArtboard now exposed to blueprints 🎯 Added Get View Model/Artboard by name 👀 Expose currently bound View Model for the artboard ✅ Properly set a child View Model owning artboard 🐛 Rive Render targets no longer override chosen artboards 🐛 Fix packaged projects no longer working with Data Binding
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大串映二
大串映二@e_ohkushi·
頭だけ望遠マン
GIF
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Joshua Xu
Joshua Xu@joshua_xu_·
Introducing Avatar V. We’ve solved character consistency. Forever. Record yourself once for 15 seconds. From there, you can show up anywhere, in any look, and it still feels like you. Any photo becomes a video that looks, moves, and speaks like you, down to your mannerisms and quirks. This is the most advanced AI avatar model in the world. And we know that’s a big claim, so we brought the data to prove it. Thread below:
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Jak and Daxter | ECO-MMUNITY
Jak and Daxter | ECO-MMUNITY@eco_mmunity·
Travis Howe (Animator @ Sanzaru Games 2018-26) - "A while back, a team was assembled to pitch a remaster of Jak & Daxter. I was asked to animate an IGC shot-for-shot, to show what this updated version would look like." - not commissioned by Sony - a fan pitch to gain permission
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DAL ✞
DAL ✞@DallienceRNG·
Mark Grayson - INVINCIBLE (Blue Suit) 🚨3D FANART Model OUT NOW!!🚨 Additionally you can get the Comic Shader by itself too! But to top it all off, IT'S PART OF THE CURRENT SALE‼️ (TILL THE END OF THE MONTH) HQ Renders & Shop Links Below! #b3d
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Ilyasse L 🔸
Ilyasse L 🔸@IlyasseL_·
I like the new "Mask to SDF" node in the compositor. #b3d
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Beyond Dev - Tyler Walker
Beyond Dev - Tyler Walker@realBeyondDev·
@DallienceRNG He strikes again!!! This dynamic lighting purely topology driven or any special shader or normal based stuff going on? Looks great 🔥
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𝗕𝗮𝗻𝗱𝗶𝗻𝗼𝗽𝗹𝗮
Just updated my three-mediapipe-rig npm module so you can create a face that deforms with the video in @threejs. This opens the possibility to all sorts of interesting effects and mechanics. Link to the demo below, no preloader so wait a bit. Questions? just ask.
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❄️Kana Fuyuko❄️
❄️Kana Fuyuko❄️@Kana_Fuyuko·
Today I want to showcase an addon called "ARKit Toolset" created by @andyhellgrim. The addon comes with a built-in ARKit reference guide, adds empty shapekey slots for quick preparation, and comes with a pre-made anim and eye test controller for ARKit.
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Apraxas
Apraxas@ApraxasKuma·
@realBeyondDev What I'm trying to do is to have a quick way to apply the animations to the avatar inside blender so I can test the physics and stuff, so I cut the unity work as much as possible.
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Apraxas
Apraxas@ApraxasKuma·
@realBeyondDev Hi there, random question... How hard would it be to bundle some vrm animations like the ones from 3tene with your VRM Extension Suite? It would be awesome being able to preview the character actually moving and stuff in blender, so we can tune the vrm settings.
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JankyAnims
JankyAnims@jankyanims·
Hey there. Seemed like the right time to make an account here. Developing a parkour runner game called Tachyon Flow - check it out!
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