difficult armor...
2.1.2023 08:59difficult armor...it's coming along...
29.12.2022 06:30it's coming along...girls posting their WIPs on Christmas Eve!
This is maybe a quarter-finished model of a sniper mech based on a sandpiper (you know, those little birds that flit around in the surf). I've been experimenting with a combo of PBR and NPR in my work-in-progress renders and I think it looks pretty neat? Also yes, the NPR/PBR mix is partly inspired by the new Fortnite update mixing toon shading with Lumen.
Also if you use this to train an AI model I'll fucking judo throw you.
25.12.2022 00:49girls posting their WIPs on Christmas Eve!This is maybe a quarter-finished model of a sniper mech based on a sandpiper (you know, those...Halo Reach goes so hard
22.11.2022 03:32Halo Reach goes so hardi'm making a cyberpunk vtuber model with BSOD eyes
10.11.2022 02:29i'm making a cyberpunk vtuber model with BSOD eyesspeaking of metaballs, bloop bloop bloop.
8.11.2022 19:34speaking of metaballs, bloop bloop bloop.also surprisingly (or maybe unsurprisingly) I'm not the first person to think of this, Art of Code on youtube has a video outlining how to do a similar thing in Unity. Lots of other Unreal tech artists have similar ways of doing volumetric clouds and metaballs as shaders also, usually coupled with Niagra particle systems in some way.
8.11.2022 17:15also surprisingly (or maybe unsurprisingly) I'm not the first person to think of this, Art of Code on youtube has a video outlining how...it's not super practical though, cuz running it basically turns my fairly high end CPU into a convenient griddle for frying eggs and bacon. Its life begins and ends as an elaborate yo dawg joke. I made it so you can render while you render while you render while you render while you render while you render...
8.11.2022 17:09it's not super practical though, cuz running it basically turns my fairly high end CPU into a convenient griddle for frying eggs and...ok i guess i'll post more of my mad science graphics programming experiments. This is a volumetric fractal projected inside of a cube in Unreal Engine, using a signed distance function derived by Inigo Quilez. It basically works by projecting the fractal onto the faces of the cube, with respect to the position of the camera in world space. It's a renderer inside of the standard Unreal renderer that renders onto a cube. And it's also a recursive fractal.
"Yo dawg, I heard you like rendering..."
8.11.2022 17:06ok i guess i'll post more of my mad science graphics programming experiments. This is a volumetric fractal projected inside of a cube in...you: molly why on earth are you coding your own renderers?!
me:
8.11.2022 16:22you: molly why on earth are you coding your own renderers?!me:#introduction Hi! My name's Molly, I'm a programmer-slash-statistician trying to make stuff work in the games industry of today. I post a lot about cartoons and Star Trek and weird stuff you can do with shader code
as my profile says, I'm also looking for internships and work! I'm a very strong dev in C/C++ and HLSL/GLSL, and also C# and all that. I typically work with Unreal and Unity but I also build custom stuff in WebGL and Vulkan on the reg! I just like vectors, man.
8.11.2022 16:18#introduction Hi! My name's Molly, I'm a programmer-slash-statistician trying to make stuff work in the games industry of today. I...⬆️
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