After crafting 100s of trees, I decided to create a tool to automate the process while giving maximum customization ๐ณโจ
It's released right now with a 30% discount until the end of November. Show me your fluffy forests!
#bnpr
#b3d
#geometrynodes
Since a lot of you were interested in the last asset I posted, I decided to release it for free on my Gumroad.
Feel free to grab it and tell me what you think ! ๐
Some of you were interested in these little clovers I did last time, so I cleaned the nodes and released them for free on my Gumroad!
Don't hesitate to grab it and play with it! โ๏ธ๐
It's always been frustrating to me to have these big flat shadows when lighting a tree, but I finally find a nice way to add more values in there simply by inverting the normals! ๐
Probably my most used asset recently.
I released it just now (and updated) for free on my Gumroad, so feel free to use it in your own projects as well! ๐ฌ๏ธ๐ฑ
This week is Winter Sale (-25%) on Blender Market and I just updated my Stylized Tree Generator with some fix, an updated leaves block geonodes tool and a full library of assets.
Time to create those forests! ๐ฅฆ
After crafting 100s of trees, I decided to create a tool to automate the process while giving maximum customization ๐ณโจ
It's released right now with a 30% discount until the end of November. Show me your fluffy forests!
#bnpr
#b3d
#geometrynodes
Still working on trees ๐
Using 4 different custom normals for the leaves (3 created from
#geometrynodes
), I can now mix between them to get the perfect shading!
#b3d
Adding textures to shadow transitions helps so much to get a more stylized look!
I got the best results by plugging to the textures directly in the diffuse shader.
#b3d
#bnpr
#geometrynodes
After crafting 100s of trees, I decided to create a tool to automate the process while giving maximum customization ๐ณโจ
It's released right now with a 30% discount until the end of November. Show me your fluffy forests!
#bnpr
#b3d
#geometrynodes
Ended up going for another method to add values in shadows by using normals vectors of each blocks. Not sure if I should leave the inverted normals option somewhere though... ๐ค
#b3d
#bnpr
#geometrynodes
It's always been frustrating to me to have these big flat shadows when lighting a tree, but I finally find a nice way to add more values in there simply by inverting the normals! ๐
I made a customizable flower asset (and scatter) with
#geometrynodes
for my recent projects.
It's available now for free on my Gumroad. Feel free to try it if you need some quickly made flowers!
After crafting 100s of trees, I decided to create a tool to automate the process while giving maximum customization ๐ณโจ
It's released right now with a 30% discount until the end of November. Show me your fluffy forests!
#bnpr
#b3d
#geometrynodes
For those who asked about how the mouth works, here's a quick video with wireframe on where I switch between open and closed mouth. I hope it can help !
I had to make the background disappear progressively in darkness for my current animation and actually found an easy way using only an empty and shader nodes!
Studio Ghibli co-founder Toshio Suzuki discusses being the inspiration for the Heron, how Miyazaki's process has changed, and what the future of animation may be. ๐ค๏ธ
THE BOY AND THE HERON is now playing in theatres nationwide.
๐ชฝ
WHAT IF; a game where you're a ๐ง๐๐ก๐จ๐๐ ๐ฃ๐ข๐ฆ๐ง ๐ข๐๐๐๐๐๐ฅ?๐ฆ๐ฌ
RT, Like, Shares give you ยฅ1 Tanuki Dollar๐ต
#gamedev
#indiegame
Yay rigged !
It's a basic rig but I wanted to add simulation on elements other than the body, so here's my first test on this. Still some adjustments needed.
#b3d
@averie_brenner6
I have a controler with a switch which drives the visibility of the meshes. The open mouth is a boolean on the face. You can check
@LightningBoySt1
's tutorial on facial rig, it helped me a lot figuring this out !
Took a leap and left my 3D animator job in a studio to pursue freelancing fulltime! Excited to be able to work on a wider range of projects and hopefully have more time to focus on my personal work! ๐คฉ
It works in game engines guys! You would just have to apply a new shader in your game engine. Thanks again for testing that! โจ
(btw the flipped normals problem is now fixed on the lastest uploaded version)
Incredibly nice team and very exciting project! I can only recommend working with them, so if you're available and fit the job, please reach out to them! โก๏ธ๐ฆ
๐ข3D ARTIST/ANIMATOR๐ข
Looking for Freelancers to help us
@denkiworks
on our upcoming title about a Tanuki Post Officer!
Get in touch if:
โก๏ธ3D Artist/Animator
โก๏ธExp w. Character work
โก๏ธGame Dev/Unity Exp (Preferable)
Email in next tweet - Please RT/Share!
#3Dartist
#3D
#gamedev
Do you guys know any ressources to learn about landscape making (blender or not) ?
I think I will focus on that for some time, feel like there's so much to learn !
@zilpoly
Sure! I've learned mainly with youtube tutorials of all kinds and the channels from which I learned the most would be
@LightningBoySt1
and
@KDedeneArt
. I would recommand to tackle small projects first and learn from that.
@jiehananana
Thanks jie ๐
I got the UVs from the input spheres as an attribute that I used in the shader of the leaves, without geonodes you can use the data transfer modifier on the leaves with the spheres as source, same process !
Just started to post my work here this year, and it was great! I'm grateful for the amazing people and opportunities it brought my way, and I can't wait to see what next year will bring!
@Dustinart1
Here's how I do it
The substract math node inverts the density mask map (so that where you paint you actually have 0 instead of 1) and the multiply combines it with the grass density
@afeso_art
I use one boolean to make a hole in the mesh of the head, and a second for the interior of the mouth (brown). And since the second one is slightly bigger, it creates this line around the mouth.
@Darkthan9800
Basically for the first one, I use the normals from the blocks on which I scatter the leaves, the 2nd is the same but smoothed a lot, the 3rd is a sphere deformed around all the leaves, and the last is the individual normals of the leaves.