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Showing content with the highest reputation on 12/06/18 in all areas

  1. Umm..Hello boys and girls?, Been a while since I've made a Fighting Animation So, I wanted to get back to it and test how far have my skills come. The first thing that came to mind was, How would I get people hyped bout this ? Naturally the solution would be a teaser but, Who's got time for those am I right ? ? Instead what I did was, I rendered a scene and edited the living hell out of that, This was the result ? (Say hello to Daniel everyone ! AKA my new OC) Softwares used : Mine-Imator Paint.net Also the Unedited version if you like : Thanks to, @TecnoGamerJW for his lovely skin and @SKIBBZ for the sweet Revolver rig Any sort of constructive criticism is appreciated, Just don't go all out
    8 points
  2. ThatGuyBrian

    birthday

    i'm 17 now thanks
    8 points
  3. Hexical's Facial Rig V2 For MI versions 1.2.0+ Some Male face renders Some Female Face Renders Changes - Added Eyelids - Added Tongue - Updated and Improved Textures - Fixed Female Eyebrow stretching - Separated the teeth from the mouth to be animated seperately - Improved the inside of the mouth Download
    7 points
  4. Fray

    Teaser Image

    Here: What the hell did I do ._.
    5 points
  5. Mine-imator [All Versions - Updated] in Spanish Hello everyone , This is a translation I've been doing with my brother, made primarily for people who speak Spanish, like me There are all versions from 1.0.0 to last, 2.0.0. (With the exception of: "Before the 1.0.0 versions") This post will be updated as long as Mine-imator is updated or the translations have improvements. I'll let you know in a status update You can put suggestions and errors to make the translation BETTER. I hope the translation will be very helpful. -Mine-imator 2.0.0 PRE-RELEASE 4 (Current version) - Download -Mine-imator 2.0.0 PRE-RELEASE 3 - Download -Mine-imator 2.0.0 PRE-RELEASE 2 - Download -Mine-imator 2.0.0 PRE-RELEASE - Download -Mine-imator 1.2.9 - Download -Mine-imator 1.2.8 - Download -Mine-imator 1.2.7 - Download -Mine-imator 1.2.6 - Download -Mine-imator 1.2.5 - Download -Mine-imator 1.2.4 - Download -Mine-imator 1.2.3 - Download -Mine-imator 1.2.2 - Download -Mine-imator 1.2.1 - Download -Mine-imator 1.2.0 - Download -Mine-imator 1.2.0 PRE-RELEASE 3 - Download -Mine-imator 1.2.0 PRE-RELEASE 2 - Download -Mine-imator 1.2.0 PRE-RELEASE - Download -Mine-imator 1.1.4 - Download -Mine-imator 1.1.3 - Download -Mine-imator 1.1.2 - Download -Mine-imator 1.1.1 - Download -Mine-imator 1.1.0 - Download -Mine-imator 1.1.0 PRE-RELEASE 3 - Download -Mine-imator 1.1.0 PRE-RELEASE 2 - Download -Mine-imator 1.1.0 PRE-RELEASE - Download -Mine-imator Community Build 1.0.3 - Download -Mine-imator 1.0.6 - Download -Mine-imator 1.0.5 - Download -Mine-imator 1.0.4 - Download -Mine-imator 1.0.3 - Download -Mine-imator 1.0.2 - Download -Mine-imator 1.0.1 - Download -Mine-imator 1.0.0 - Download -Mine-imator 1.0.0 DEMO 5 - Download -Mine-imator 1.0.0 DEMO 4 - Download -Mine-imator 1.0.0 DEMO 3 - Download -Images (From Mine-imator 1.2.1) -Video (In Spanish, obviously)
    4 points
  6. MineMozo

    BPS Pug Model V1

    So..it seemed like you guys didn't like my previous F N A F rig pack,so i decided to leave it I made a pug model (inspired by BPS's Pug) Hope you Guys Like It!! Download: https://www.mediafire.com/file/8olr4tfo74j71cz/Pug.zip/file IMPORT THE .MIPROJECT! NOT THE .MIMODEL No credit needed,but it would be appreciated since i am starting CYAO!! (The model is unbendable but it will be in V2)
    4 points
  7. Yay, more horrible scenery wallpapers! What did I do wrong this time? Constructive Critism is appreciated, but if you can't be kind about it don't give any. The fish bug me because they don't look right, is the water glitched or is that just normal?
    2 points
  8. How to make reflective items?? In my previous tutorial, I showed you how to make flat square reflections, to make stuff reflect what's infront of them. It's achieved by using surfaces, cameras, the surface's texture property and of course, color and position adjustments. You can watch the tutorial here: Now I wanna explain how to do that with ITEMS We all know they aren't just square, but have an imperfect shape. Importing hundreds of surfaces is stupid and it will make you run out of memory and crash. There is a much simpler method. The alpha "glitch" can be used to your advantage, if you know how it works! The lower the number, the sooner the object will render - Example: if there's a block A with the render depth of -3 and alpha 3% (semi-transparent), behind of which is a block B with a render depth of 2, and behind THAT block is a block C with a render repth of -5, the result will look somethnig like this: the place where block A is is going to make the ground invisible (because the ground has the default render depth of 0, block A has a render depth of -3, so it rendered before the ground, therefore, we can see through it on the place where the block is), block B would be completely invisible, because it's render depth is on 2 and was rendered last, and we would be able to see block C, behind block A, floating in the void created by the "missing ground" If it sounds complicated, fear not, I've made a tutorial on that as well: Back to the reflective items, we want to use BOTH TECHNIQUES! First we add an item we want to reflect, and apply a square reflection on it (using the method from the first tutorial) and treating it as if it's a big flat surface. You will have your item under a big semi-transparent surface with a camera texture (reflection). But we only want the reflections to be visible on the item, not around it, so we're going to mess with the alpha glitch to only make them render in places we want to. 1. Draw a custom item identical to yours which is pitch black and color every pixel in the entire itemsheet square except the ones you want to reflect on your item (basically reverse your item, color everything except the part you want to have reflecting). Then lock it on your item and position it OVER the previously made reflection. Then import a few surfaces and position them in a way so they cover the rest of the overhanging reflection. You should be left with your item, but surrounded by a big black surface, except the part you want to be reflecting will be visible, and the camera texture should be seen on it. 2. Then simply, make the black surfaces's alpha value to 1% (so they're nearly invisible, but still allow the alpha glitch to occur. Then put the item's render depth to 1 (because you cant go below 0, or else you will glitch the ground again), put the black surface's render depths to 2 and the camera reflection surface's render depth to 3 That way: - the item (with the lowest render depth) will render FIRST - the black surfaces will render next, when the camera reflection hasn't rendered yet, and because it's nearly transparent, we're going to see through it - when the camera reflection wasn't rendered yet, so there wont be a camera reflection appearing in the regions where the black surfaces were - the camera reflection will render LAST and the only place where it can still be visible is the part of the black item we erased (the area we want reflecting) None of the items used go below the render depth of 0, so you wont experience any glitching! Finally, you use the new Mine-Imator 1.2.0's camera options to make the reflection look nicer and your item is now shining with reflection! Here's some visual material for the tutorial, so you can have an easier explanation to it: Caution: the semi-transparent surfaces might cause glitching to Mine-Imator's SSAO and other settings, so there will be a square appearing around your item, inside of which the image wont render 100% correctly - that's a bug i still need to fix (or the developers of the software)
    2 points
  9. good lord what is happening in there
    2 points
  10. Ghatos

    BPS Pug Model V1

    This is the pug from BPS: You forgot to give him a 3D snout
    2 points
  11. I'm supposed to be at school right now (cuz it's 1:08 PM), but this happened: A group of peoples, named "gilets jaunes" (yellow jackets" in english) were manifesting against a reform that would make the baccalaureate harder and worse. They were blocking the high school entry, so I was outside. But some people were launching smokes, firecrackers, and wanted to use trash bins to explode bigger firecrackers on it (hopefully, me and others people prevented them from doing that). The police was here and with all this mess, I think they were about to launch some teargas grenades on the crowd for it to dissipate. So for my security, I decided to get back home.
    2 points
  12. Nimi

    Mine-imator 1.2.9

    Download 1.2.9 Version 1.2.9 (Dec 18th 2021), changes: World importer Added support for 1.18 worlds with default world height. Added color preview for biomes. (Note: Biomes are not exported to Mine-imator.) Added support for datapack dimensions. Changed "Loading region..." message to be in the top-down viewport, added a new percentage. Added a limit to water transparency, allowing for clearer oceans/rivers. Certain blocks now have a color manually set. (Instead of generated from its texture.) Certain tasks are now multi-threaded, giving a massive performance boost. Side-view viewport now updates in realtime when changing block selection in the top-down view. Filtering water blocks now removes "waterlogged" states from blocks Fixed crash when loading chunks from different Minecraft versions in the same world. Fixed most block variants not appearing. Minecraft support Updated items & biomes to Minecraft 1.18. Added "Mojang Studios" and "Migrator" capes. Updated biome colors. Enchanting tables now glow. "Vertical" blocks from the workbench now adapt to their vertical "repeat". Includes: Kelp, Weeping Vines, Twisted Vines, Pointed Dripstone, Big Dripleaf & Cave Vines. Changes Added "Use x64 world importer" program setting. (Launches a x64-bit version of the world importer for increased memory usage.) Changes Removed "Remove waterlogged water" setting Reduced smooth camera sliding. Updated GameMaker runtime to 2.2.5.378 (Same as Modelbench), giving a faster startup. Bugfixes Fixed vertical repeat affecting random offset for certain blocks. Fixed "Mapped texture" affecting other shape types when creating a shape in the workbench. (Would hide certain settings in the library.) Version 1.2.8 (Jun 10th 2021), changes: Minecraft support Updated Minecraft assets to 1.17. Added support for mob heads in scenery. Added book model. (Replaces Enchanting Table special block.) Added capes and elytra cape variants. Added spectral and tipped variants for arrows. Added 'targeting' state for conduit. Added missing Bamboo Jungle biomes. Updated characters and special blocks. Updated names for characters and blocks Changes Invalid characters in project folder name are now replaced with an underscore, instead of being deleted. Bugfixes Fixed wall generation. Fixed random block models not using all possible models. Fixed waterlogged blocks with a position offset affecting water block. Added filter for trailing spaces in project folder name. (Fixes bug with projects not saving.) Fixed desaturate night settings not saving without a background object. Fixed value jitter with glow brightness and glow color threshold values. Version 1.2.7 (Jul 4th 2020), changes: Features Added quality setting for Depth of Field. Changes Updated player and spawn icons in world importer. Block names now use language file when loading on startup. (ex. grass_block - > Grass Block) Minecraft assets Updated Minecraft assets to 1.16.1. Added "Shooting" variant for the Ghast. Individual redstone wire blocks can now be fully edited. Bugfixes Fixed memory leak with bending body parts. Fixed mip-mapping artifacts. Fixed old custom block models using old texture names. Fixed camera blades making bloom effect brighter. Fixed rendering order of blocks. (They are now rendered in order based on volume of elements.) Fixed banners in scenery turning white if scenery is deleted or duplicated. Version 1.2.6 (Jan 12th 2020), changes: Features Added alignment settings for text objects. Added "AA" setting for text objects to enable/disable anti-aliasing on the text's font. Added support for new model settings and behavior in Modelbench 1.0.0. Added "Glow color threshold" for blocks that glow by default to determine how bright a pixel needs to be to glow. Changes Improved bending appearance. Bend wheels have been changed to sliders. Updated icon for importing models in the workbench. Minecraft assets Updated Minecraft assets to 1.15.1. Bugfixes Fixed crash when not using a resource pack on scenery templates that have special block timelines. Fixed search results in block lists not being accurate. Fixed cloud offset moving all clouds away from scene. Fixed 3D planes not bending properly in most scenarios. Fixed Smooth diorite stairs/slabs, Mossy cobblestone, and brick walls not importing. Fixed crash when generating scenery with certain blocks. Fixed water generation near waterlogged blocks. Version 1.2.5 (Sep 16th 2019), changes: Features Added blade settings for the camera to change 'Depth of Field' and 'Bloom' appearance. (Blade amount and blade rotation.) Added 'Chromatic aberration' effect for the camera. Added 'Distort' effect for the camera. Added rotation option for background skybox/skysphere. Changes Improved quality of 'Depth of Field' effect. Improved near blur of 'Depth of Field' effect, though large blur sizes may not be desirable. 'Anamorphic ratio' options for 'Depth of Field' and 'Bloom' can no longer be negative. (Rotating blades is now recommended.) Background ground block can now be animated. Increased height of 'Export image' popup to fit all components and text. Minecraft assets Added wind to Fire, Campfire, and Sweet berry bush. Fixed End stone brick slabs not importing from worlds. Updated Pillager arm texture. Bugfixes Fixed shadow delay with 'Follow camera' enabled. Fixed crash caused by spawning an object using a deleted camera as a texture. Version 1.2.4 (May 21st 2019), changes: Features Added "Remove waterlogged water" program option to remove water from waterlogged blocks, kelp, etc.. Added color option for vignette. Added "Blend mode" options for objects. (Note the object's interaction with the scene can vary depending on the mode.) Changes Changed default sky color and fog height. Tweaked how automatic fog color is calculated. Removed slight blue tint on story mode clouds. Bugfixes Fixed crash when loading certain resource packs. Fixed white scene textures when a visible shape used a camera as a texture. Fixed rotation point values not having default values. Fixed body parts not using their custom rotation points. Fixed issues with casted shadows causing artifacts. Fixed typo in English translation. Fixed crash when saving certain objects/projects. Fixed crash when trying add a new object from the workbench. Fixed "Memory allocation failed" crash. Fixed chorus plant blocks not loading from worlds in 1.13 or newer. Fixed smooth stone slabs appearing as stone slabs from older worlds/schematic files. Fixed textbox padding for particle launch angle settings. Fixed film grain stretching on largest dimension in render. Fixed sheep, panda, villager, wandering trader, and ravager models. Fixed crash when setting FOV to a custom value while having unlimited values enabled. Version 1.2.3 (May 4th 2019), changes: Features Added Minecraft 1.14 blocks and characters, as well as new textures. Added program setting to allow values to be set outside of their limits. (Use at your own risk!) Added program setting to search for variant names too when searching for blocks. (Interface settings, on by default.) Added tooltip to show the amount of frames in the selected timeline range. Added "Sprite (Template)" option for particles to easily choose new Minecraft sprite particles. Added "Launch angle" options for particle types in the particle editor. Item texture and slot can now be animated with keyframes. Added 'Bleed light' setting for timelines. Added 'Camera shake'. Added 'Anamorphic ratio' option for Bloom and Depth of Field for adjusting the vertical and horizontal scale of the blur(s). Added a lens dirt effect for the camera. (Custom texture, radius, and intensity can be changed and animated.) Added 'Vibrance' option for color correction. (Boosts the saturation of desaturated colors.) Added new Bokeh settings for the Depth of Field effect: Edge bias (How strong the edges of the CoC should be in comparison to the middle.) Bokeh highlights Bokeh threshold (The brightness threshold for bokeh highlights.) Changes Improved general performance. Improved quality of film grain. Improved sunset/sunrise appearance. Altered the appearance of Depth of Field to look similar to traditional bokeh. Fringe effect in Depth of Field now properly separates color instead of bleeding color. Disabled SSAO on particle spawner timelines by default. Updated workbench icon and logo to match new workbench textures.(Also more vibrant.) Bugfixes Fixed crash when loading worlds with banners prior to Minecraft 1.13. Fixed some instances of film grain stretching vertically. Fixed brightness slider in color correction not allowing a minus symbol. Fixed certain keyframes not clamping correctly when editing multiple keyframes. Fixed new banner patterns in editor not using a pattern image if a pattern is already selected. Fixed sun shadows changing when SSAO is enabled and camera FOV is altered. Fixed 'Alpha add' options in the particle editor not allowing a minus symbol. Fixed Inherit Select not saving. Fixed certain blocks in scenery from 1.13 and later not generating correctly.(Connecting blocks like; Walls, stairs & fences.) Fixed water generating where it shouldn't and blocks not being waterlogged properly. Fixed popup names not updating when the language file is changed. Fixed custom rotation point XYZ values resetting when disabling custom rotation point. Fixed SSAO appearing on clouds. Version 1.2.2 (Jan 26th 2019), changes: Features Added "Transparent block texture filtering" in graphics settings. Added "Desaturated night" option in background settings, along with an option to control the desaturation amount. Added "Fringe" option for Depth of Field. Added "Color burn" option for Color correction. Added "Film grain" effect for cameras. Added "Inherit select" in timeline properties(If you select their parent, they'll get selected too.). Added seamless repeating button for the timeline. Added interface color option for viewport object highlight. Added button in workbench in to hide list of options. Startup now displays what block its currently loading. Updates to banners Added wall banner variant. Added banner editor popup. Banners from worlds can now be loaded with patterns and colors. Fixed rotation point and scale of banner model. Bugfixes Fixed armor stand arms not being parented to body. Fixed vex charging variant being incorrect. Fixed world import crash with newer worlds. Fixed animatable blocks not using the scenery template's resource. Fixed default MC resource pack being sometimes replaces when replacing a resource with the same name. Fixed "Inherit..." checkboxes not being laid out correctly for some objects. Version 1.2.1 (Nov 11th 2018), changes: Bugfixes Fixed a crash when loading a project containing missing items. Fixed a crash when importing scenery from a world with a name containing non-English characters. Fixed a crash when loading schematics containing mob heads or gray colored beds. Fixed shapes using cameras as a texture not rendering in high quality when exporting as a movie. Fixed a crash when exporting a movie containing 1 frame only. Version 1.2.0 (Oct 31st 2018), changes: Minecraft support Added the mobs, blocks and items from Minecraft 1.13.1 Support for worlds from Minecraft 1.13.1 Added all Minecraft biomes and biome variants, also updated biome names New options for existing models Wool color for sheep Markings for horses Charged vex option Arms for armor stands Minecraft: Story Mode clouds option Animation features Right-click shortcut in the timeline to pick a transition Ctrl+Q shortcut to create keyframes for all selected timelines at the marker’s position Option to visualize seconds and half-seconds on the timeline Option for particles to be destroyed when they hit their bounding box More background values are now keyframable using the "Background" option in the workbench: Rendering features In the “Graphics” tab of objects Glow effect Glow color is adjusted in “Color” of keyframes Includes setting to only display the glow effect Options to hide objects in low and high quality rendering modes Biome tinting option for objects to be affected by the biome foliage color In the “Camera” tab in camera keyframes Bloom effect Threshold, radius, intensity, and color options Color correction Brightness & contrast Saturation (Behaves differently from color settings) Vignette effect Radius, softness and strength options In the “Background” tab of the project Sunlight strength option (High Quality mode only) Custom biome colors for water, grass, and other foliage To enable, select “Custom” when picking a biome Option for the scene to have a different fog color from the sky fog In the “Graphics” tab in Settings Blocky style option for bent arms/legs Noise effect option for grass and water Option for bright blocks in schematics to automatically be given the glow effect Option to turn on foliage light bleeding for plant-type blocks In the “Render” tab in Settings Option to turn off all camera effects Radius, intensity, and falloff of glowing objects Custom watermark options for exported images and movies Misc Spin option for items Rotation settings for sprite particles Interface color option for the group select box in the timeline Changes Added a button to helpful tutorial videos by @AnxiousCynic Default program FPS setting is now 60 Work camera rotation now eases when moving The default ambient color now has a blue tint, and the sunlight has a yellow tint Checkboxes with interface content can be collapsed using the adjacent button with three dots (...) The “Cross section view” of Minecraft maps can now be freely moved up and down Filtered blocks will be previewed in selected Minecraft maps Acacia leaves, Dark oak leaves, and sugar cane are now affected by the biome foliage colors Updated resolution size templates to more modern resolutions Resolution size templates now use the language file Water no longer casts shadows Added highlight outline for selected keyframes Item bouncing is now slower, matching the speed of bouncing items in Minecraft Heavily improved performance for shadowless point lights when used in great quantities Moved Depth of Field blur size from program render settings to camera keyframe settings, and changed the default size to 1% Increased Depth of Field quality Added a graphical improvement for SSAO Tweaked stars Piston extensions now extend to a full block Fog is now circular Bugfixes Fixed crash when importing models that contain 3D planes using “Import an asset” Fixed crash when deleting a camera used as a texture in the library Fixed crash when loading a project with a resource pack used for the moon texture Fixed crash when duplicating scenery with animated blocks Fixed point light buffer size resetting when re-opening program Fixed graphics tab in spot light properties not being the same as point light properties Fixed UI elements being blurred if "Blur texture" was enabled Fixed completely transparent models still rendering SSAO and shadows Fixed objects that face the camera casting incorrect shadows Fixed crash when undoing changes to the sunlight color Fixed a crash when deleting bodypart keyframes Fixed timeline length not updating on some keyframe operations Fixed various crashes when importing scenery from a world Fixed a 1-frame delay when switching visibility between two cameras Fixed a bug that had a small chance of corrupting a project when loading Changes (since pre-release 3): Bugfixes Fixed a bug that had a small chance of corrupting a project when loading Fixed a 1-frame delay when switching visibility between two cameras Fixed the Mooshroom model... again Fixed graphical issue with alerts when the toolbar is in a vertical mode Fixed issues with the following animated background options: Custom fog color Custom object fog color Sky fog Follow camera Version 1.1.x: Version 1.0.x:
    1 point
  13. mbanders

    Useless Keyframes Pack

    Here's some animation keyframes I had laying around. Take 'em. Example images: Download: http://www.mediafire.com/file/f40chl7ts2e9j8l/Useless+Keyframes.zip Last update: Jun. 5, 2020 How to use: Just click on a Steve, click the 'Import an asset' button, find the keyframes you want, and that's pretty much it. When you see any parts of the keyframes where the pose hasn't changed, feel free to change those to your own poses. For looping keyframes, just delete the last keyframes in the preset, copy the whole preset, and paste the beginning of the preset where the last keyframes were. Keep pasting the preset multiple times to make it even longer. You should already know how to do this. Includes keyframes such as: Idling Running Walking Climbing Swimming Some fun dances Other useless stuff Compatible with Mine-imator 1.2.6 and over. You don't have to give credit, but it would be appreciated.
    1 point
  14. Human Model for 1.1.4 Can be easily re-skinned. Also has fingers, wrists that bend in all directions, and ankles. Default Skinned How the UV works Download Give at least some credit somewhere if used. Facial rig not included
    1 point
  15. Well, so basically I started doing some tests with Mine-imator yesterday. And I made this walk cycle. Do you think it's nice? Where did I make a mistake? Thanks. Download: https://www.dropbox.com/s/hkbgg2j1emsvasg/Walk Cycle 02.miframes?dl=0
    1 point
  16. SKIBBZ

    SFR V.6 (Facial Rig)

    Here, have another update for that one face rig. This rigs intention is for overly expressive facial expressions but can also be used normally, too. The gif below provides some examples of overly exaggerated faces that you can make with the face rig. > Download Here < *For MI 1.2.1 or above* (if updates don't break the rig)
    1 point
  17. Ricky T

    Voice Acting

    Hey fellas, It's a me. Ricky. I just stopped by to say hello and to tell y'all I'm going to start doing voice acting requests (I'm just waiting for soundproofing acoustic foam tilles I ordered, should be here pretty soon but if you don't mid some tiny background noise I'll do a request right away! ) Anyways I'll upload a 'trailler'/'snippet'/'test' (I really don't know how to call it) where I'll try showing my voice acting abilities. Now about the accents, Idk man just request an accent and I'll send you a test (I'll try speaking random stuff in that accent) to see if you like it Microphone : Condenser Microphone Specifications (I really don't know what this means and/or if it's important but here): Sensetivity: 25mV/Pa (-32±2dB) Equivalent Noiselevel: 14dBA Frequency response: 20Hz - 20kHz Signal to noise ratio: 70dB Output Impendance: 55Ω±30%(at 1kHz) If you don't know what any of this means but are interested in quality then all I can say it sounds good, not a lot of background noise when I edit the audio, I have a pop filter and it was 25$. (lol hope that helped) Anyways have a g'day. TRAILER/SNIPPET/TEST: Should be up tomorrow (sorry I'm 3 months late had some things to do and all hope you forgive me but oof was busy)
    1 point
  18. IM BACK, EVERYONE I hope you enjoy this new Christmas wallpaper. This took about two hours to create, and this is better than any of my old Christmas wallpapers! I managed to get that beautiful light outline around some of the blocks. If you want to know how, all I did was spam spotlights around the scene. I didn't scale anything. I haven't posted a wallpaper recently. I've been a bit caught up in real life problems, and I've been dead on wallpaper ideas since the beginning of summer. If you have some wallpaper ideas, please make sure to leave them in the comments. Anyways, let's get to the wallpaper, you're probably not even reading this. Edited: Unedited: The snowfall isn't the best. In fact, it's pretty ugly. Don't hate on me, I'm a lazy person. Criticism is appreciated. I hope you like it! (the tree isn't by me)
    1 point
  19. Yoshifan33

    The Last Night

    the second one inspired by @EthanForeverAlone's comment (yes, the lighting is awful :/) (also i made the steve skin if anyone wants a download)
    1 point
  20. I am looking for some feedback on the rig.. Tell me things I need to imrove and add... To change the color you will just change the color of the folder it is in... The wheels and seat will not inherit the colors of the bike What I am currently working on... Pedals Better Seat Handlebars
    1 point
  21. Woah dats cool (I also didnt know you were spanish!!) This is super helpful for other peeps!!
    1 point
  22. Feel free to comment!
    1 point
  23. Fit's nice but, I was thinking more like How's the wallpaper though ?
    1 point
  24. Epic...wait.... Yeah.
    1 point
  25. Hozq

    BPS Pug Model V1

    WHERES THE SNOUT AND WHY DOES IT HAVE A HUMAN FACE
    1 point
  26. AgentSlime

    BPS Pug Model V1

    WTF? i mean i am not a professional rigger but that looks like something a nightmare is made out of.... and why does it have a human face but not a dog nose? like i am confused but to give some + il tooks okay other than the face i like the fact it has ears and otherwise is really good to be fair i would probably do worse
    1 point
  27. I Didnt know the inf number was existed on modelbench. @Nimi And my modelbench has crashed...
    1 point
  28. Zerghunter666

    The Last Night

    Steve has aged quite a bit I see lmao. I do see the stretched textures but I wouldn't be so worried about it. As long as the chair you made works for the render and it really did! The torch would look near on a small table or even in his hand. Otherwise I think it's pretty neat
    1 point
  29. GamingQuick

    Teaser

    What is this?!?! Second one still makes me want to vomit even when I added lighting
    1 point
  30. Zerghunter666

    Teaser

    I like the concept but somethings could use improving Here's a list of what could be better and what would make what is already there gorgeous! 1. The lighting could be hella better but it seems like the shadows are pretty good! 2. The fog is pretty strong and maybe could use less of it(tho it could be part of the whole concept idk) 3. Bloom is making the character look like a glow stick at a rave party. Maybe don't use bloom? 4. I think the camera and the character position could be a lot better. Maybe if you want to make a mysterious feel to the render(s), you can always change the FOV to make it look more cinematic or make the camera slightly tilted. That's just what I think could use some work otherwise it looks great! I look forward to what ever you're teasing! Hope this helps a bit!
    1 point
  31. Holy crap... its 10:56 and im still not done with "The Hole" yet im so close I have 48 seconds out of a minute and 35 seconds Yeet
    1 point
  32. ThatGuyBrian

    Dalek

    a simple search query can yield many results
    1 point
  33. Hello Everyone (Sorry for the misspellings, I do not speak English fluently) This time I want to introduce my Noby Rig 0.7 http://depositfiles.com/files/v6o3jcj6e Features: -Fingers -Auto Extrude Second layer (Just Head) -Wrists -ankles This is only version 0.7 In next versions I will add more content Nothing more to say Enjoy my First Modelbench rig
    1 point
  34. I made a new walk cycle. What do you think, guys? (I forgot to say that I started with this software two days ago, so this is my third animation ever!) Download: https://www.dropbox.com/s/3d9fl691598tbes/Walk Cycle 03.miframes?dl=0
    1 point
  35. I upvoted it before I even watched it, because I saw that you posted it. Sorry, misunderstanding. I thought you were Astro Animations (the cat)
    1 point
  36. _Blue

    SFR V.6 (Facial Rig)

    I always love this face rig, all the updates, great work on V.6!
    1 point
  37. Hello everyone , This is the complete collab, I wanted to recreate the WarioWare games to the maximum, so I took an element of each game. Enjoy! It is the first collab I do and I am happy with the result. Thank you very much for participating in this collab and for the fun microgames! @Darksupercool @Super_Mario_Sega @Jminerbot @JB Animations @Trueno3444-MI and members of the Discord group.
    1 point
  38. Hellooo, A while ago I did the Mutant Creature Complete Pack, and right after that I started doing the same thing for the Mod Mo'creatures. It is not complete! The complette version arrives! (It's a long to make. Very long (At the same time I'm lazy ;-;)) So it's just kind of a preview of the pack. I hope that pleases you. (There's no gif just pictures in contrary to my first pack, I would do gif explaining everything for the complete pack) /!\ It is possible that it has problems of size and rotation ! This will be fix in the full version. /!\ Ant : Bears : Bee : Bird : Boar (Bendable ear, Mane affected by wind) : Bunny : Butterfly : Cat (Mouth, Bendable ear) : Crab : Cricket : Crocodile : Deer : Dolphin : Duck... Ent (Full eyes (also for the little monster in the Oak Ent), Bloom effect for eyes) : /!\ Open the .miproject not the .mimodel /!\ Fly : Fox : Goat (Change the skin for : Male, Female or Female with horns) : Maggot : Mantaray (Fully Bendable fin) : MiniGolem (Don't need to change the texture for Red or blue.) : Mole : Mouse and Rat : Raccon (Mouth, bendable ear) : Scorpion (Fully bendable "tail", babies) : Shark (Head buged but fixed for you (If it's not fixed, change the texture.)) : SliverSkeleton (3D Armor, 3D bones (body), 3D SilverSword) : /!\ Can lag /!\ Snail. Turkey (Male and Female, Mouth, Bendable tail) : And Turtle (Mouth) : ... I hope that I have pretty well show what's with the pictures ... 3D SliverSword : If there are any bugs or errors in translations (I am French and bad in English ;-;) Please tell me! In the full pack I will try to : If there are bugs with the textures, try to reload them in texture/model Or contact me Download !! Please, give credit if used. Click me :3
    1 point
  39. Here before 200 downvotes
    1 point
  40. yeah, this was something from a while back, and I decided to upload it.
    0 points
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