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#Blender3D #3DModeling #BlenderArt #DigitalArtist #CGI #SimpleDeform #StoneArch #RenderCommunity #3DDesign
#Blender3D #3DModeling #BlenderArt #DigitalArtist #CGI #SimpleDeform #StoneArch #RenderCommunity #3DDesign
Morning work:An alley in the town and a stone arch over the river! Ready for Unity🎮✨How do you like the atmosphere?
Morning work:An alley in the town and a stone arch over the river! Ready for Unity🎮✨How do you like the atmosphere?
I made a few variants and kept the pieces linked together as long as possible. When you update the main one, all of them update - saves a lot of time!
For bending/twisting I used SimpleDeform modifer with either bend or twist at various angles.
I made a few variants and kept the pieces linked together as long as possible. When you update the main one, all of them update - saves a lot of time!
For bending/twisting I used SimpleDeform modifer with either bend or twist at various angles.
If they can do this for the SimpleDeform modifier and its weirdness, and keep going with the UV editor updates. I'll keep contributing
If they can do this for the SimpleDeform modifier and its weirdness, and keep going with the UV editor updates. I'll keep contributing
#Blender 's SimpleDeform modifier works along the Local Z+ axis. I couldn't find this fact in any of the documentation. So if you're trying to deform stuff and it looks weird, rotate the origin so that its Z+ is along the major axis, then choose the deform axis after.
#Blender 's SimpleDeform modifier works along the Local Z+ axis. I couldn't find this fact in any of the documentation. So if you're trying to deform stuff and it looks weird, rotate the origin so that its Z+ is along the major axis, then choose the deform axis after.
The ponytail is one long mesh, and I discard the fragments based on the UV.y to adjust the length in game.
The shape is done by pushing each hair card along its normal, using a sin wave in the vertex shader. (well, a lot of layered sin waves)
The ponytail is one long mesh, and I discard the fragments based on the UV.y to adjust the length in game.
The shape is done by pushing each hair card along its normal, using a sin wave in the vertex shader. (well, a lot of layered sin waves)