made a tool yesterday to speed up foliage geometry generation.
before this, i was manually doing it in blender, painfully making uv maps and geometry, exporting, fixing normals, etc - draining. lots of stuff in gamedev is actually a simple task but tools make it complicated
If you’ve ever played RDR2, you probably noticed when you walk over snow, it deforms as you walk through it. And its not just your character, anything that interacts with the snow affects it.
How the f**k does it look so good?
Strap in, another massive 🧵
Small update with first pass face anim blocking! Took about 3 days of 1-3hours per night. Next update will probably be full body polish
#3Danimation#animation#3DCG#3D
🗡🛡🟩
Here's a tribute to The Legend of Zelda,
a game I have never played 😅
But Link is cool so I wanted to animate him 😀
Thanks to Operus de los Reyes for the character model!!
#zelda#animation#animation3d#animators
I had absolutely no idea the Tatarigama was CG when I first saw the movie as an animation student. I believe it was generated in good old Softimage using a celshader written/developed by Tekkon Kinkreet director @michaelariasnet.
Here's a (recreated) diagram of how the 2D elements are set up in one of my Maya scenes for my Hobie shots! Normally, you would do this in post with compositing software, but since we needed to have all the animation represented for approval in playblast, this is what we did...
‘dragosta din tei’ was genuinely a cultural reset for europe, i’m convinced every single person in this continent has heard it at least once in their lives
My #gdc2023 talk on joint-based muscle deformation is now available on Vault! If you missed it live, now's your chance to learn more about this rigging technique at https://t.co/i8gwQPiPBZ #gameanimation#gamedev#gameindustry"