Me: Software engineer for 27+ years. System designer, UI/UX, ML/AI, graphics/design. Yes, I've joined the agentic coding bandwagon along with so many others.
(1/2) Work in progress: XF Studio, an all-in-one modding powerhouse for Cyberpunk 2077. Extensive V customisation: custom makeup editor, custom expressions, lighting, live game integration with MCP server, ...
#CyberpunkVP#CyberpunkPhotomode#threejs#webgl#gameart
(2/2) remote control, photo mode integration, fully automatic support for all your existing mods (MO2/Vortex/Manual), full body, clothing, idle animations, lighting customisation, export your own mods with ease. Loads more features coming.
@vladkrutenyuk hybrid - screen-space SSS for diffuse scattering, plus optional thickness-based thin transmission using ray-measured paths through the mesh and occlusion checks. neither is full volumetric/path-traced SSS. pores and spots are procedural; transmission is a separate toggle
Still work in progress, but character creator skin texturing is starting to look really good! Some ways to go yet, but realism/fidelity definitely on the rise. Users can still make skin look however they like though. #threejs#characterdesign#gamedev#webgl#gameart
@theo@synthwavedd Astra is literally generating gibberish text today. I've seen multiple reports of this.
"You’re right about challenge question outlines points0 yellow off visual photograph lines’ve read readlybadhe"
Mine an hour ago.
@resona_dev Just experienced the same:
```
You’re’re right?
You’re right about challenge question outlines points0 yellow off visual photograph lines’ve read readlybadhe
You’re right
```
Woah. Problems with capacity? @thsottiaux
GPT-6 Astra (high), 20x plan. Running very slowly the past day or so, presumably due to capacity issues Tibo mentioned. Never saw garbled output like this before though...
@NicolasZu I'm observing very efficient token usage on high. Switched from xhigh after determining that intelligence level between high and xhigh wasn't significant, but that token burn on xhigh was chewing up my weekly limit inside a couple of days. On high it's way more efficient for me.
@MBashirzadeh Mostly texture variation right now. I have a huge array of procedural tools in place to get the skin texturing just right. Screenshots in this post were mostly about the subsurface scattering starting to look nice. The shadowing needs more work. Perf is decent for the moment.
@JeremyBufford Not sure I understand what you mean. As in, it reduces believability? This is an early work in progress, but I'm always open to feedback/suggestions.