Game-dev brain: foreground characters, midground FX, distant backgrounds, each on its own plane. That’s how you get cinematic depth without leaving 2D, by @GuillaumeScoffié.
Homemade Tetris on the Touch Bar, because apparently getting it working properly under Linux wasn’t enough. 😅 This old 2019 MacBook Pro is becoming way more fun with Omarchy than it ever was with macOS. #Omarchy#Linux#Tetris#MacBookPro
If I’m not careful this might actually end up being useful for real work.
Focuses to the correct workspace / pane on tap.
Dogfooding the “render whatever you want” API to the TouchBar for T1Bridge.
We spoke with Mani Salguero about the workflow behind his first Blender project, a stylized 3D portrait of Serie from Frieren, and his exploration of a digital-painting approach.
"It was my first time using the software, so I wanted to take what I already knew from programs like Maya and translate it over. Usually, my tests in Maya focus heavily on custom shading, but in this case, I wanted to lean into a digital painting approach, concentrating on how the paint strokes look and, above all, experimenting with tools like Grease Pencil.
Form and silhouette are crucial in 3D modeling, so my priority was ensuring the sculpt felt cohesive from every angle. Since it's a 3D model designed to feel purely 2D, the back of the head was definitely a tricky area to get right. Changing the proportions too drastically caused it to lose the appeal of the front view."
Learn how he achieved a distinctly 2D look: https://t.co/EsA18n0qSP