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Alberto Prieto proslijedio/la je Tweet
Steven Skidmore explained how you can generate rocks procedurally in
#Houdini in no time: https://80.lv/articles/006sdf-breakdown-procedural-rock-generation-in-houdini/ …#gamedev#indiedev#3dart#megascans#proceduralart#3dmodeling@sidefxpic.twitter.com/WuBxq5zQbmHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Alberto Prieto proslijedio/la je Tweet
Ever wonder why baked normal maps just don't look quite right in Unity? I did, so I decided to find out why.https://link.medium.com/IntBAke0L3
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Alberto Prieto proslijedio/la je Tweet
A small prototype: I generated a tile-able liquid-mesh with
#Houdini and move several instances of it along an spline in#UnrealEngine. More details in my#realtimevfx-thread: https://realtimevfx.com/t/simon-trumpler-vfx-sketchbook/4177/35 …@sidefx@UnrealEngine#gamedev#flip#Simulationpic.twitter.com/g7o1MLMHJaHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Alberto Prieto proslijedio/la je Tweet
Corrective Joint Based Rigs A collection of setups I've been working on to allow animators to refine poses/silhouettes of characters. While removing major intersections during bends and extremes Setup breakdown/high res: http://vimeo.com/388830109 Questions? by all means ask!pic.twitter.com/S4D67cTdQ0
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Alberto Prieto proslijedio/la je Tweet
Made a cool frozen lake and some nice flames for the Real Time VFX Sketch #31 challenge!
#VFXFriday#UE4#UnrealEngine#VFX#RealtimeVFX#SubstanceDesigner#EmberGen#VectorayGenpic.twitter.com/wYJR0P1XtPPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Alberto Prieto proslijedio/la je Tweet
All my work is done in the past, with the help of a time machine that I have in my basement. I work from a little office that I rent inside the cold and rainy day January 24, 1997. If you don’t believe me, how do you explain this:pic.twitter.com/xsIw7s64t6
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Alberto Prieto proslijedio/la je Tweet
Released: kMirrors. Planar reflections for
#unity3d's Universal Render Pipeline. Supports multiple mirrors and reflectors! See the wiki for more information!#gamedev#madewithunityhttps://github.com/Kink3d/kMirrorsPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Alberto Prieto proslijedio/la je TweetHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Alberto Prieto proslijedio/la je Tweet
Cloth Brush This new sculpt brush has a custom cloth solver than can run inside sculpt mode in real time on localized areas of the mesh. It has properties to control the cloth material and it can grab, drag or pinch the surface. https://developer.blender.org/D6715
#b3dpic.twitter.com/J9h940anR1Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Alberto Prieto proslijedio/la je Tweet
The volumetric clouds in Red Dead Redemption 2 are amazing!
#RDR2 Credit to u/troll909 on Redditpic.twitter.com/UuhswK8qo7Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Alberto Prieto proslijedio/la je Tweet
Nightgardeners by Jan Pypers http://www.janpypers.be/work.html pic.twitter.com/Jbgewifkj4
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Alberto Prieto proslijedio/la je Tweet
Vitaliy Strokachev shared a list of his favorite CG-courses and schools that might help you get started: https://80.lv/articles/great-courses-for-2d-and-3d-artists/ …
#gamedev#indiedev#3dart#characterart#characterdesign#anatomy#rendering#render#3dmodelingpic.twitter.com/FJua5JrhdyHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Alberto Prieto proslijedio/la je Tweet
Introducing FluvioFX. Rewritten from the ground up, we've brought our realtime fluid simulation to the new
@unity3d Visual Effect Graph. Did I mention that it's free and open source? Because it is. Get it today: https://github.com/thinksquirrel/fluviofx …pic.twitter.com/Rw9GdYczCdPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Alberto Prieto proslijedio/la je Tweet
I added a rigid VAT (Vertex Animation Texture) shader graph example to the repository. https://github.com/keijiro/HdrpVatExample …pic.twitter.com/1K4vaxT1A6
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Alberto Prieto proslijedio/la je Tweet
Simple breakdown of strata rock generation in Houdini
#Houdinipic.twitter.com/tFrL1i81lEHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Alberto Prieto proslijedio/la je Tweet
this is one of the damn geekiest things i have done in
#houdini, just made a tool for@SukiShadowKlaw to wrap ropes around any mesh.#gamedev#indiedevpic.twitter.com/1Zbcr50ZZ3Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Alberto Prieto proslijedio/la je TweetHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Alberto Prieto proslijedio/la je Tweet
Wrote a post about normal reconstruction, described a method based on
@_Humus_ 's SDAA idea, which is more costly but also more accurate than@turanszkij 's method.@jendrikillnerhttps://atyuwen.github.io/posts/normal-reconstruction/ …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Alberto Prieto proslijedio/la je Tweet
i made a
#unity3d asset that can store your build settings as assets, so you can easily build for multiple platforms without messing around with the editor build settings every time : ) to use, put these 3 scripts in your project: https://gist.github.com/phosphoer/5ab999db7b3da3a26ac2ecbe5136e488 …pic.twitter.com/IY9Rql9Wpv
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Alberto Prieto proslijedio/la je Tweet
Inspired by
@timsoret writing about mist I hacked my water to look like mist instead, looks pretty good I think. It's basically the same as before but viscosity is greater and shadows are blurred based on the mist depth.pic.twitter.com/BLsarqJUI2Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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