I think it’s just something about how vegetation works that inspires its own workflows, at least the generation part. There’s a lot of cool science papers on drawing plant graphics in 3D.
I think it’s just something about how vegetation works that inspires its own workflows, at least the generation part. There’s a lot of cool science papers on drawing plant graphics in 3D.
That’s something you can do with blender - unity
That’s something you can do with blender - unity
Using a mix of fancy stuff like L-Systems, LOD, and geonodes, compositing to sprites, etc
Using a mix of fancy stuff like L-Systems, LOD, and geonodes, compositing to sprites, etc
I noticed in general it’s awkward making flora game assets with blender where you get LOD options etc. GLTF has multimesh export option that I haven’t figured out yet too.
&, We need a PR for manual LOD - unity style!
I noticed in general it’s awkward making flora game assets with blender where you get LOD options etc. GLTF has multimesh export option that I haven’t figured out yet too.
&, We need a PR for manual LOD - unity style!
I’ve been experimenting with geonodes and making flora with planes and UV mapping.
I’ve been experimenting with geonodes and making flora with planes and UV mapping.
The only web tech that impressed me is liquid for html.
The only web tech that impressed me is liquid for html.
Easy way to get centred 2D elements
Easy way to get centred 2D elements
That era has a lot of bangers!
That era has a lot of bangers!
My sides
My sides
One one hand, style is expression, on the other, it’s corporate branding
One one hand, style is expression, on the other, it’s corporate branding