@JohnKazArt Awesome work, congrats! I’m very interested to try this as well. I do hard surface modeling/art for AAA games, but I generally use Blender SubD/traditional methods, or ZBrush here and there.
@JohnKazArt@parawerke Awesome! Overall looks clean. I only see 1 noticeable spot maybe. But zbrush has same issues unless you have really dense mesh / careful with decimation
@kushirosea Does this only work on 1 face/NGon at a time? I tried multi faces, but each face inset individually? Also with my scene scale/very small objects, the slider is extremely touchy/almost can’t use that/may have to type in.
@JohnKazArt@IMilk_ManI I see that one panel / parting line is not a standard primitive. Is that supported now? 👀
Or maybe it’s 3 boxes stacked, hard to tell.
Bending with live mods (and so automatically bending their mod objects) is possible too (within reason). #HyperCursor#b3d
This is finished for now, and it goes out to the beta testers on patreon today, as part of the 13th pre-release.
There will be a final 14ths one before the public release, which will focus on some tweaks and fixes only (no major new features - like this one was - anymore).
Thanks for everyone's patience and encouragements :)
@JohnKazArt Damn, that looks very clean! Does the user need to have a certain scene scale for that quality? Or doesn’t matter, since is all shader based?
This looks much cleaner than typical zbrush stuff I see. Or not the same artifacts/warbling or weird edging. Very excited to try
With #ConjureSDF pre-alpha finally starting, I decided to record another timelapse demo of it in action.
The past 5 months of development are finally paying off🙌
(full demo in the replies)
#blender3d#b3d#blender#3dart#3dmodeling
Happy to share our new paper on hair reconstruction that will appear at #ICCV2023, congrats to @ness_pirs and colleagues!
We produce a detailed and personalized strand-based hairstyle from the monocular video.
Project page: https://t.co/pXKVKt7rwk
More details in the thread 🧵