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Showing content with the highest reputation on 10/07/21 in all areas

  1. Hello, this is Ander Maureen UOP. I made a model for the boss collector in a game I really like "Dark Dungeon" and made a rendering for him. At the same time, I also made a model for a mercenary that I like very much, ascetics, and made a rendering, I hope you like it!
    9 points
  2. In terms of the new rendering features(Global illumination, volumetric fog, etc.), their performance impact will mainly rely on your GPU. There's also a system in place to improve the quality of these effects while also helping with performance by rendering these effects overtime. x64 support will only help when it comes to crashes with high memory usage and won't increase performance. I have yet to get this working. As for multi-threading, not everything can be multi-threaded, it's usually used to help split up large tasks and can't tackle general performance. Probably won't be added unless YoYoGames (The creators behind the engine Mine-imator uses.) adds it natively to to their engine.
    3 points
  3. Demon Hunter-Cardiff As a child, Cardiff witnessed his parents being killed by the devil. His tragic past has created a calm but somewhat gloomy character. When he grew up, he became a policeman to fight the devil criminals. But has the past affected his judgment of all demons? Shotgun model author:
    3 points
  4. Impressive, very impressive. I see you are new here, but have much experience in that what we do here all day! I think you'll be great and that your name will be remembered in this forums. But to get to the best you'll have to keep up the good stuff and soon you'll be a great member in the Mine-imator forums This is a big welcome by the Friendly Fox_Miner from your neighborhood! Welcome to the Forums!
    2 points
  5. 1 point
  6. 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!
    1 point
  7. WIP le JR 205 interior can carry 87 Stebes per car, 87+ in coupled car
    1 point
  8. It is a quiet night... right? The two characters in the picture are my own design Male character: Graham Female character: Claire The works in the first two posts were made not long ago, and now this post is my work today, I hope you like it. Oh, yes, I made a small animation of only 37 seconds and posted it on a video website, but not on YouTube. Video link: https://www.bilibili.com/video/BV18q4y1V7o2?share_source=copy_web Carton model: Teddy bear model: Bed model: The ink demon model in the animation: Record player model:
    1 point
  9. nice render and rig! the thing i like about the rig is: -the amount of detail you puts and the thing i like about the rig is: -nice lighting -nice background and schematic -and nice TREE! keep up the good work
    1 point
  10. No, no, no... That's not cool IT'S AWESOME!!!
    1 point
  11. i am currently making the most ambitious crossover ever
    1 point
  12. This looks weird..... Anyways, here is the HUMAN RIG for mine imator! DOWNLOAD - https://www.mediafire.com/file/5mny3ris7k6tzag/Human_rig_-_IshaanAnimationz.zip/file Do give credit while using this Video - Features - .Movable eyes and pupils .Shirt color can be changed .Movable body parts .Textures
    1 point
  13. Ethaniel

    Sniper tf2 rancho relaxo

    Sniper tf2 rancho relaxo
    1 point
  14. wow thanks for using my rigs xd its a bit sad I dont make rigs anymore >_<
    1 point
  15. JR 205 Nambu line. "Hyperspeed-416" skin by @LacaMenDRY this model will be released in REvO-5: Modern Railway pack!
    1 point
  16. rig from chiclmii
    1 point
  17. I'd really love to throw in a project of mine, mi or blender, to show how much I've improved since I've left. The issue is, I haven't, at all, not really.
    1 point
  18. TrungDN_Artz

    Discord Ping !

    DISCORD WOLF RIG BY: @McsterMI
    1 point
  19. 1 point
  20. Feel free to give me feedback about Composition!
    1 point
  21. Greetings animators. And happy holidays! I know this year has not been easy for any of us-- from million-acre forest fires, a worldwide pandemic, and everything in-between. I am sure the long wait for 1.3.0 has not helped either. To end this year on a high note, I'll be sharing a progress report of what's been going on with 1.3.0's development, showing how it'll play out until release explaining why this update is taking a while. Inventory In the previous Dev update, I mentioned Inventory, the new design language designed by @Voxy planned to be in the next update. I have been working solely on Inventory's addition since early September (Before the last dev update!) and still working on it. Since Modelbench's full release, Voxy has been hard at work refining the design language. Nothing too extreme, these changes are far more visually appealing and coherent than ever before. I plan on finishing Inventory sometime before next Spring. The endgame After 5-7 months of Inventory's development, I'll be moving onto more graphical features I still have planned. Afterwards, I'll be looking into optimizations to help with render times like frustum culling which will help with off-screen objects. After all this, I think it will be Summer and close to the next Minecraft update. I will be taking the remaining time to refine and polish the update for public pre-releases soon after Caves & Cliffs releases in late Summer. It will be a long wait for sure, but I am sure it will be well worth it! That's all I have this time around; I don't have new features to show since Inventory is my top priority till Spring. Until next time, I hope you all stay safe and have a happy new year!
    1 point
  22. Batman4014

    WW2 in characters

    animation will make soon
    1 point
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