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Showing content with the highest reputation on 03/22/20 in Posts

  1. Greetings everyone! In this dev update, I'll be covering a handful of new features I've been working on for Mine-imator 1.3.0. However, before we dive into the following eye candy, I want to mention that due to the sheer size of this update, its official release is not in the near future-- and doesn't have an ETA. Unlike the past two updates, 1.1.0 and 1.2.0, this update includes a variety of goals. This includes an effort to improve rendering, animation workflow, and the interface along with adding new features that may come with them. Though during development, I'll be posting dev updates more often to give insight on how development is going. With that being said, this post will highlight a couple of the first big improvements to come to the update. Renders used in this dev update were made by @Hozq. Lighting improvements The way lighting is applied to objects has changed in 1.3.0. Before, ambiance only affected dark areas, but now, ambiance is applied more accurately to the scene by being applied additively to pre-existing lighting in the scene. This allows for brighter scenes and improves the appearance of dark areas such as areas with AO. Changes to shadows Shadows are getting a significant upgrade in 1.3.0. Previously, shadows used a method that would blur all shadows in the scene. Now, shadows are rendered multiple times determined by a new samples setting that scatters the shadow maps of lights around, allowing for shadows to be harder near its caster, and softer the further away it is. (Also to clear up a misconception, this is not PCSS. ) An improvement was also made to the way sun shadows are cast, allowing the sun to act as a proper directional light in the scene. Volumetric rays This feature has been requested many times over the past few years, and is finally being added to 1.3.0. However due to (technical) restrictions, the rays are only available for the sun. These rays are not rendered in screen-space and will appear even if the sun is not in-frame. As mentioned before, rendering isn't the only aspect of Mine-imator that will be getting improvements though however, that's the first part of this update I'll be tackling so it may be a while till other features are shown off. Until next time!
    18 points
  2. 12 points
  3. MBB

    hey look some cookies

    This idea came into my head when I thought about what to eat for dinner. No post editing was required here. Except for the black bars & watermark, but you get the point.
    10 points
  4. after lots of work, the 4th update is finally here! new models: reworked models: future plans: next time we'll add kitchen stuff and some more furniture that you vote for : D until the next update, good bye! project members: @nrtcb-model maker and logo designer @Bronze-model maker and logo designer @9redwoods-model maker
    9 points
  5. Original Design by:Gerph Rig by me Recreation of the pose and render by @James The Nerd
    8 points
  6. Catrina

    Untitled

    The depth of field and film texture noise are produced by Photoshop, and some light and shadow are drawn manually
    6 points
  7. KuroHwan

    Inside Garden

    1280x720
    6 points
  8. niam

    KENWORTH K100 Series

    closed cabover lifted/opened cabover
    5 points
  9. Steve’s posing makes me uncomfortable.
    4 points
  10. Swingzero

    The mine

    credits: @MineWallpaper for tips sfr by @SKIBBZ
    4 points
  11. Really glad to see the feedback so far from the dev update! While this seems like a lot, there's still a lot left to Mine-imator 1.3.0's development and release is still way down the road-- possibly even sometime next year. In the meantime I'll still be giving dev updates to show progress on the update and 1.2.7 may possibly be released to help with Minecraft 1.16 support along with some bugfixes that are currently in 1.3.0, including a fix for issues related to mip-mapping;
    4 points
  12. In this episode of "You know what", I give you an insight in my mind..... awesome? (I know this is poorly animated but this was made in two days and I haven't been able to animate for 3 months)
    3 points
  13. wahbi_YT

    New skin

    made a new skin recently and decided to make a little render of it
    3 points
  14. a render based off of my favorite game on roblox called Mad City which is basically just gta but you escape from prison rigs by KLAY
    2 points
  15. SFR by @SKIBBZ My favorite villager is Kabuki yours?
    2 points
  16. Relatable ;3; everytime i animate i easily get bored
    2 points
  17. You say that like it's an easy thing to do...
    2 points
  18. reminds me of the hypixel housing furniture.
    2 points
  19. http://www.mediafire.com/download/cvqpgtd4y94tcum/MustardBlock%27s_Gravity_Falls_Pack_v.1.rar http://www.mediafire.com/download/cvqpgtd4y94tcum/MustardBlock%27s_Gravity_Falls_Pack_v.1.rar GSVB DZGXS BLF DSVM BLF HOVVK
    1 point
  20. I hated how the normal dragon wings look so I tried to remodel it and that what I got on the first try on the second try I remodel it and I changed the texture and that what I got after fixing some stupid issues I retexture it again and I used it and I really need what you think about me model please I need your opinion even if my model was trash I need to upgrade my self Download
    1 point
  21. 2020.3.25 - Added MK46 Mod0/1 & Mk48 Mod1 -Resized Ammo size - Fixed Ammo box bug Download
    1 point
  22. Just a quick animation based off a short funny dialogue between some of the people who worked on "Hazbin Hotel".
    1 point
  23. Did you mess around with your 1.15.1 assets at all? This line in the log seems to indicate that you have a texture that's at least x1024 in the blocks folder, making the block sheet huge-- resulting in a memory crash.
    1 point
  24. Isn't ray tracing just tracking simulated photons and simulating how they interact with objects? Like, lets say a light source emits photons with momentum in all directions. They follow a line, and if it hits an object that is opaque it stops (which makes shadows), if it hits a transparent object, it has a percentage chance to be stopped based on the transparency, if it hits a reflective object it bounces off, etc? If it is then i'd think it would be possible.
    1 point
  25. If GameMaker can do loops, lists, ifs, and math, then it can ray trace. 3D is not so prestigious.
    1 point
  26. REFLECTIONS PLEASE!
    1 point
  27. For some reason i finished this faster then most of the animations i've Made Source :
    1 point
  28. I wouldn't say so. Considering all that's been done to Mine-imator, ray tracing doesn't seem that far off.
    1 point
  29. DarkDragonPro

    Comedy Night

    Blaize and his friends attend a comedy night session and Quinn tells a funny joke. Randomly thought of this a few days ago and finally got around to animating it.
    1 point
  30. I've been testing out my animation skills and after 5 hours of intense thinking, adding transitions, i figured out how to make a smooth animation! (kinda) Tell me what you think!
    1 point
  31. Inspired by one of the classic Future Shorts films "The Black Hole": https://www.youtube.com/watch?v=P5_Msrdg3Hk
    1 point
  32. Ethaniel

    MilfCraft Recreation

    Well made I suppose. Gotta get those dommy mommies.
    1 point
  33. Now MI looks like blender :O also if possible, pls add motion blur (and rotation shake instead of position shake)
    1 point
  34. Gfamleit

    Campfira [4k render]

    cc welcome
    1 point
  35. what the hell this is crazy nimi you never fail to amaze with how well you push gamemaker beyond its limits
    1 point
  36. Someone help, I need some new words to react to this.
    1 point
  37. DragonPixel

    The Woods

    my first 4K render feed would be much appreciated
    1 point
  38. Hi I'm back! And I'm a bit late but whatever, I uploaded this on Valentine's Day and I'm posting it here a day late because I forgot about it Oops. But anyway here's a thing. Cloud Rig by @Keep on Chucking, check them out if you don't have the time :)))
    1 point
  39. Nimi

    Looking for developers!

    Hello! We're currently looking for new developers to help development Mine-imator 1.3.0 and future updates. Currently I'm the only developer working on Mine-imator and it could use more hands to improve and push updates faster. If you or anyone you know that may be interested, don't hesitate to contact david or myself on this forum! Below or some basic details about being a developer. Requirements: A portfolio of past coding projects, does not have to be anything big or fancy. Just something to show you have some experience with basic scripting. At or above the age of 15. Speak or type fluent English. Mine-imator uses a variety of different coding languages. Knowing all of these isn't required to be a developer, knowing a couple may be all you need to be an active developer on Mine-imator. It's fine if you don't know any of these at the moment, as these can be learned when becoming a developer. Languages: GameMaker Studio 2 / GML - Primary coding language used for Mine-imator's codebase. GLSL ES - Used for a majority of shader code. HLSL 11 - Used for shaders that require multiple render targets. (Such as SSAO.) C# - Used for Mine-imator's world importer app. C++ - Used for .dll files used to execute functions that Mine-imator cannot run within GameMaker. JSON - File format used in save files. (Projects, models, keyframe data, etc.) Also! If you currently do not have GameMaker Studio 2 and get accepted as a developer, david and I can arrange a Desktop license for you to use. We look forward to any new developers willing to work Mine-imator and don't be afraid to shoot either of us a message for more questions!
    1 point
  40. -1 points
  41. Swingzero

    Rip N' Tear

    Mojang's first rule in wallpapers is "no bends"
    -1 points
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