Added mask support so certain areas like eyes, mouth, ears etc. can be randomized. The masks can be manually edited too by just weight painting the vertex groups.
Updated my #Blender Add-on for #Google 's GNM. Added Mask Support and a fully automatic setup (It sets up Python and GNM server for you and downloads everything. It drops TensorFlow (2Gb dependencies) and only needs 170mb total in the end.
Github:
https://t.co/QbpUv3kX38
semantic sampling runs on a bundled NumPy backend (h5py reads the decoder models directly), so no TensorFlow is required. The whole managed environment is ~170 MB, most of it the model data itself.
First draft of a Blender plugin for #google 's new GNM model with the help of #claude Fable. Just a start though, but it is impressive this can be done on the fly.
Not as thought through as @soyposmoderno blender plugin but it's nice to have it locally.
#3DGeneration
Our favourite picture from the last week in Heidelberg. Not only did we attend the #ageofempires finals at #RedBullWololo , but we also organized a meet-up with the whole studio for the first time in our history... 🧵
Want to work on @AgeOfEmpires? We are hiring!
📊 Producer
🖇 3D Animator/Rigger
🎨 2D/Concept Artist
✏ Game designer
🧩 Level designer
💻 Software Engineer
🔨 QA Tester
🎞 Video Editor
🛠 IT Tech
➡All info: https://t.co/nYETqI24oz
Please share! #retweet#gamedev#gamejobs
For the musculature, I'm using a texture atlas generated in Substance Designer. This allows me to quickly change the overall look and make changes on the fly.
Here's an old test in unity:
#Texture#atlas#unity#Substance3DDesigner#anatomy#muscle