"I was a failed god. Goodbye..."
Trying something a little different to my usual style with Lineart/Grease Pencil in #b3d. No strokes were (manually) drawn in the making of this image :^)
The shading is very minimal, it's just a bayer matrix dithering thing and some gradients slapped on stuff lol. ImageImageImage
The inspiration is chapter 39 of shoujo shuumatsu ryokou. The one with the elevator AI, that (aside from the last few chapters) is probably the one that left the biggest impression on most people, me included. ImageImageImage
I was thinking of hiding a bunch of secret messages in the halo display, but I couldn't think of anything and doubt anyone would bother deciphering it lol. So aside from the "human language" stuff around the edge there's nothing to uncover
I've wanted to make something in this artstyle for so long, but it's really hard to translate to 3D. This worked pretty well as a "sketch", but if i wanted to do a whole scene with the background and stuff... idk it'd be pretty difficult to get right i think.
camera viewport for funsies ImageImage

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More from @lateasusual_

26 Aug
geometry nodes
geometry nodes
geometry nodes
Read 11 tweets
24 Aug
geometry nodes really hit different Image
Read 4 tweets
13 Jul
I saw @iquilezles sdFbm article (iquilezles.org/www/articles/f…) and tried it in blender.
5 octaves of noise, 16 raymarching steps. That's all opengl can handle before hitting uniform limits with nodes.
As you can imagine, lots of nodes :D

The node editor lags to death, but viewport is nice and fast still (since unrolled loops run about the same in the end on the GPU side)

Note there's no drivers in the shader, as that *wouldn't* run anywhere near as fast!
Here's an overview of the nodes, with a little bit of annotation to show what each chunk of nodes is doing Image
Read 6 tweets
13 Apr
How to make stuff emit from cracks in cell fractured meshes:
1: Do the cell fracture, duplicate the fractured mesh and join it together.

2: remove all non-sharp edges by selecting a non-sharp edge, Shift+G->Sharpness, then X->Edges: ImageImage
3: Select all, extrude and scale outwards, make sure not to change your selection yet!

4: In a UV editor, enable Selection Sync, and move everything over to the right.

5: Invert selection (Ctrl + I) and make sure the rest is all on the left. ImageImageImage
Read 5 tweets
4 Feb
zoop #b3d
In a style very unlike how I usually work, I just randomly slapped modifiers on until I have a blob of stuff and then add only a couple of nodes lol

Basically 90% of the effect is just the blobby mesh, the other 10% is a vertical scrolling noise which helps break it up a bit. ImageImage
Oops, that volume on the left has nothing to do with it lol

Hidden volume (Mesh -> Volume -> Mesh) is a great way to get more interesting displacements that aren't possible with just a regular displace.

Textures are nothing special either, but i'll put them for ref anyway. ImageImageImage
Read 4 tweets

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