After crafting 100s of trees, I decided to create a tool to automate the process while giving maximum customization 🌳✨
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 ! 😁
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! ☘️🍀
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! 😌
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! 🌬️🌱
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! 🥦
After crafting 100s of trees, I decided to create a tool to automate the process while giving maximum customization 🌳✨
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 👀
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 🌳✨
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... 🤔
#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! 😌
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 🌳✨
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. 🌤️
THE BOY AND THE HERON is now playing in theatres nationwide.
🪽
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! 🤩
It works in game engines guys! You would just have to apply a new shader in your game engine. Thanks again for testing that! ✨
(btw the flipped normals problem is now fixed on the lastest uploaded version)
@Reipart_
tested in GODOT , UNREAL, UNITY all works after flipping normals and checking counts on average. While still remaining in the kilobyte sizes per tree.
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! ⚡️🦝
📢3D ARTIST/ANIMATOR📢
Looking for Freelancers to help us
@denkiworks
on our upcoming title about a Tanuki Post Officer!
Get in touch if:
⚡️3D Artist/Animator
⚡️Exp w. Character work
⚡️Game 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 😁
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.