🇷🇺🇬🇧 President Putin: "I don't fear the U.K., they can't even stop rubber boats invading their country or immigrants raping their women."
"The British people even hate their leader."
@KenneyNL Very impressed with the level of polish overall. Sometimes I forget that you're more than a 3D artist.
Haven't been able to win a single game so far, so maybe I need actually watch a video tutorial... on fricking Solitaire.
@its_mirrors@StrawberyChar Oh but this means you have to separate your level geometry into one mesh per base texture. That means lots of hard edges, unless you go through the trouble of bending the normals.
@CodeRed_dev His comparison is sloppy, but I don't think he did it on purpose. Though he could have perhaps clarified in advance that he himself is a beginner, and that he is in fact *not* aiming to make the exact same project in both engines.
But that would have turned people off I guess.
@cybereality Very impressive deformation for such a notoriously difficult area. Do you know if Blender's "preserve volume" mode is using the same algorithm? How's the impact on performance? Is it negligible?
@JavaidUsama The fact that most of it is so perfect really makes the still pixelated Mario in the HUD and the pointy star without rounded corners stick out like a sore thumb.
Anyway, still great.
I'm amazed they were mostly able to maintain the general mood of the lighting.
@FR3NKD Kinda sucks that it made her lips fuller and her cheeks hollow. More realism is cool and all, but maybe not when it destroys the artistic vision.
@AIWarper Tried something similar with the default LTX2.3 I2V workflow, and the output was absolute garbage every single time. Blurry wobbly shapes, nightmarishly inconsistent anatomy, background objects shifting around and disappearing, prompt was almost entirely ignored... How?
@FrogmanDev Oh, so it's not an additional painted layer, but you're dimming the existing rgb values in real time based on some kind of light area. Very cool. Looking forward to that post.
@KenneyNL What is the tool doing exactly? Is it synthesizing everything from scratch, or are you simply moving existing wav samples around on a timeline?
@MjTheHunter This workflow is unavoidable. You just need to make sure that if an animation is canceled early or blends into another animation, everything is reset properly. That usually doesn't happen with AnimationPlayer, but with AnimationTree it does.