Jump to content

Crimellium

Members
  • Posts

    37
  • Joined

  • Last visited

  • Days Won

    2
  • Posts

    37
  • Joined

  • Last visited

  • Days Won

    2

Reputation Activity

  1. Upvote
    Crimellium reacted to alzcreation in My Artwork This January   
    yup, this is commission lol
    hope you like it
  2. Sad
    Crimellium reacted to Nimi in Dev update #24: Moving on & 2.0 release date   
    Hello everyone, this will be my final dev update as we near 2.0's release.
    Mine-imator 2.0's development has been one of many challenges since its first pre-release last May, but it's finally coming to a close. On March 1st, the full release for Mine-imator 2.0 alongside Modelbench 1.1.5 will be released here on the Mine-imator Forums. We've decided to do a limited release of the update due to unforeseen issues with specific hardware and the new rendering/ C++ engine, and won't be promoting the update on the website.
    With the release of the much awaited 2.0 update, David and I will be leaving development of Mine-imator/Modelbench due to limited availability and wanting to pursue other projects. While active development will be over, patches may still come out if any critical/project-breaking bugs comes up but anything hardware or graphics related likely won't be fixed. The source code for Mine-imator and Modelbench will be updated accordingly on March 1st for any developers who want to mod the program and add their own features.
    David and I would like to thank everyone who's used the program and donated to us over the years, and we hope you enjoy using the program as much as we've enjoyed making it. We've both learned a lot these past 10 years working on this project, and it's amazing to see how the users have pushed the program with their creations. I don't know what project I'll be doing next, but I'll probably take a break from programming and focus on other life things. It's been a stressful, but fun ride y'all. From the Mine-imator Community Build, to Modelbench, to Mine-imator 2.0.
    / Nimi
  3. Upvote
    Crimellium reacted to TheCollieStalks in what is 2+2? [MI 2 RENDER]   
  4. Upvote
    Crimellium reacted to Nimi in Mine-imator 2.0 Pre-release 7 (Phase 2)   
    Hello everyone! The second phase for Mine-imator 2.0's pre-releases is now available for testing, this phase includes overhauls to the interface, rendering, and animation, and plenty of quality-of-life additions. As always, please report them in the Issues and Bugs subforum with as much information as possible included in your topic and project files if possible.
    Note: Back up your projects before installing, or install in a separate location!
     
    Get for Windows
    Get for Windows (.zip)
    Get for Mac
    Get for Ubuntu/Debian
    Get for Linux (.tar)
    Get for Windows 32-bit
    Get for Windows 32-bit (.zip)
     
    2.0 Pre-release 7 (2023-02-19), changes:
    Changes
    Time/Sky rotation wheels turn to draggers when compact. Bugfixes
    Fixed bodyparts not updated to new models in Minecraft assets. Fixed 'unlimited values' not affecting all wheel components. Fixed compacted panels affecting components in popups. Fixed rendering multiple cameras in the scene. Fixed cameras not rendering when invisible. (Affects shapes using it as a texture.) Fixed softlock when creating empty scenery with "Reduced motion" interface setting enabled. Fixed softlock when clicking textboxes with very low FPS. Fixed block UVs not rotating properly. Fixed some rendering effects being clipped in floating camera window. Fixed bench images not fading properly. Fixed crash when viewing material map settings for specific scenery imported in Pre-release 5. Fixed NaN appearing when using "0" for scale. Fixed duplicates of markers saving in projects, causing lag when re-opened.  
    2.0 Pre-release 6 (2023-02-10), changes:
    Rendering
    Rendering is now done in HDR, allowing for brighter lighting scenarios. (Note: Only the scene is affected. Fog, sky, etc. are not.) Added tone mapping, exposure, and gamma render settings. (Also available in camera timelines.) Added LabPBR 1.3 support for material textures. (No 'ambient occlusion' and 'porosity' mapping support.) Depth of Field blur is now "sample-based", giving smoother results in Rendered mode. Added a highlight effect for subsurface scattering. Reduced default samples to 24. Optimized Ambient Occlusion, Reflections, Indirect Lighting, and Subsurface Scattering. Other features
    Added "Compact panels" setting, always on if window is too small. Added "Reduced motion" interface setting. (Disables most UI animations.) Added "Fade view controls" interface setting. Re-added custom objects fog color setting. Re-added custom watermark settings: Watermark is now previewed in viewports if settings are open. New "Padding" setting to offset the watermark from the edge of the render. Reworked watermark scale. Changes
    Updated Minecraft assets to 1.19.3. "Render settings" tab is now always visible, includes a "Preset" dropdown. Changed UI components for "Samples" and "Render distance". Separated XYZ scale can be accessed in "Simple mode". Improved textbox skipping. ("Tab" / "Tab + Shift") Image exporting now shows a "exporting" screen with loading bar. Exported renders/movies now renders 1 sample per program frame, making the program more responsive. Tweaked sunset/sunrise. "Yes/No" settings for blocks/models are now checkboxes. Re-added "Select all keyframes" button in timeline list. Changed default keybinds for viewport tools. Keybinds now work with toggleable tools. Renamed
    "Duplicate instance" -> "Duplicate timeline" "Delete instance" -> "Delete timeline" "Hide instance" -> "Hide timeline" "View instance" -> "View timeline" "Gizmos always face camera" -> "View controls always face camera" Removed
    Ambient Occlusion "Blur passes" render setting. "Depth of Field quality" render setting. "Gamma correction" render setting, replace with "Gamma". "Uses glossiness" setting for resources. Notification to restart program when enabling "Unlimited values" setting. Bend mesh caching (Wasn't efficient in most scenarios, behaving similar to a memory leak at times.) Twitter profile links for: Nimi, Voxy, Marvin. Bugfixes
    Fixed infinite loop with parented paths. Fixed icons for text alignment. Fixed "alignment" icons in timeline text editor. Fixed shadow rendering for the sun. Fixed ambient lighting being incorrectly gamma corrected. Fixed sunlight still rendering when sun isn't out. Fixed shortcuts being able to execute on home screen. Fixed workbench preview not updating when deleting a resource. Fixed timeline not jumping to path points when selected in viewport. Fixed "Unlimited values" not working. Fixed crash when deleting certain resources. Fixed typo for "Chiseled Polished Blackstone". Fixed film grain not syncing to the timeline. Fixed audio not stopping before set end time. Fixed keyframe values resetting when moving timeline marker. Fixed "Ambient occlusion" setting on timelines not working. Fixed project name/description/author containing certain " corrupting recent.midata file. Fixed crash when opening the "Surface properties" tab with object maps on for some objects. Fixed crash when pressing the left arrow button in block filtering popup. Fixed project corrupt when enabling seamless loop. Fixed crash when pressing "Alt + Enter". Fixed crash when importing player skulls. Fixed Linux file dialogs defaulting to root. Fixed crash when deleting model resource with IK. Fixed particles created from workbench not loading properly. Fixed toolbar menus needing to be double-clicked to open after closing a popup. Fixed custom water colors not saving without environment timeline. Fixed custom rotation point not draggable if object is parented to camera and has no position set. Fixed Cascading Shadow Maps not rendering correctly. Fixed date/time functionality. (Fixes "Last opened last week" bug. Projects from Pre-release 5 may say they're from the future.) Fixed holding 'escape' not working when exporting slow renders. Fixed crash when saying 'no' to saving mesh cache.  
    2.0 Pre-release 5 (2022-11-18), changes:
    Interface
    Updated interface to use the Inventory, an interface design by Voxy. Updated Mine-imator logo and program icon. Timeline changes Added icons to timelines. Added icons to preview the contents of folders. “Loop” options have been combined into a single button, clicking will cycle the modes. Changed timeline zooming to require the 'Control' button to be held. (Shift for horizontal scrolling, no button for vertical scrolling.) Selected frames/time is displayed next to the time. Startup changes Added splashes when loading assets. Added project pinning. Projects can now be sorted by name and date last opened. Changed project thumbnail size. Added new program modes: Simple: Recommended for beginners, complex settings are hidden. Advanced: For users familiar with the software, access to all settings. (Requires upgrade.) Viewport changes Added "Flat", "Shaded", and "Render" quality modes. Grid overlay settings are per-project. Added "Render pass" setting to preview data in "Rendered" mode. Added math support to textboxes. Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.) Added support for manual input in sun/moon time and rotation wheels. Added “About Mine-imator” popup with credits and links. Added themes (Light, Dark, and Darker) and customizable accent colors. Added preview images in the workbench. Reorganized the Workbench. (ex. Lights and Shapes are in one menu.) Replaced the toolbar with “File”, “Edit”, “Render”, “View”, and “Help” dropdowns. Audio can now be previewed at different points in the resources tab. Holding “Shift” now allows precision when dragging components. Shortened panel tabs now show a tooltip of the full name when hovered. XYZ scaling is proportional. Rendering
    Added alpha modes to change transparency is rendered: Blended: Transparency behaves as it has previously. Has clipping issues but can be tweaked with “Render depth”. Hashed: Noisy, but fixes most rendering issues with transparency. Added PBR support: Introduced metallic and roughness properties. Supports material and normal maps, using the SEUS PBR format. (Red = Glossiness, Green = Metallic, Blue = Emissive) Added “Subsurface scattering”. (Replaces “Bleed light” settings.) Added “Indirect lighting” render settings. Added “Reflections” render settings, and specular highlights from lights. Added “Gamma correction” render setting. Added “Transparent shadows” render setting. Added "Size" setting for light sources, determines shadow softness. Rendering now uses multiple samples from the scene to produce better results for some effects. Improved Anti-aliasing. Improved sun shadows, now directional and visible from anywhere in the scene. Improved ambient lighting. Improved blurring effects. (Glow, bloom, etc.) Improved anamorphic bloom streaks. Timeline features
    Added new playback buttons: Skip between keyframes in select objects. Move forward/back by 1 frame. Play from the start of the selected region. Added timeline markers. Added "Color tagging" to help highlight and filter timelines based on selected color. Added "Ghost" toggle for timelines to hide them from the list. Added custom settings for timing markers. Added scrollbar for timeline name list. Keyframes can be selected by clicking them once. Paths
    Added "Path" and "Path point" timelines, paths are constructed by parenting points to "Path" timelines. Added "Follow path" setting in the constraints tab. Particles can use paths as a spawn region/bounding box. If a path is a particle attractor, two settings are available: Directional force: Adds force along the direction of the path. Vortex force: Adds a spinning force around the path. (Like a tornado.) Controls
    Added interface setting to split controls into specific tools: Select tool (No gizmos.) Move tool (Position arrows and planes.) Rotation tool (Rotation wheels.) Scale tool (Scale handles and XYZ editing.) Bend tool (Bend wheels.) Transform tool (Move, rotation and scale tools combined.) Added support for common textbox shortcuts: Home/End key support to jump between the start/end of lines. Word skipping. (Ctrl + Left/Right) Added "Save as" shortcut. Added camera panning. (Shift + Drag left mouse button) Added "View instance" shortcut to jump to a selected object. Holding "Control" while group-selecting keyframes will now deselect them. Holding “Shift” now allows better precision when moving objects. Environment
    Added new color settings for leaf blocks for 'custom' biome setting. Added directional wind settings. Added "Twilight" toggle for environment changes during sunset/setrise. Updated default clouds settings to better resemble Minecraft clouds. Default clouds texture is no longer cropped to 32x32 pixels. Biomes are combined in one list and can now be animated. Particles
    Added rotation support for particle timelines, now rotates the “Launch angle” of particles. Added new particles; “Electric spark”, “Potion effect”, and “Teleport”. Updated default particles. Default particles now use the language file. Improved bouncing when hitting their bounding box. Minecraft support / Assets
    Added structure block file support. (.nbt) Integrity can be changed to randomly filter out blocks. If available, palettes can be chosen. Added support for custom player heads in scenery. Added support for shields in the new “Pattern editor”. Added "Trees4.schematic". Updated Minecraft assets to 1.19. Inverse kinematics
    Added “Inverse kinematics” settings to limbs: Target: a setting for choosing another object in the animation to rotate/bend towards. Angle target: another object in the scene to use for rotating towards. Angle offset: A rotation value to offset the twisting from the angle target. Blend: How much IK should rotate/bend the limb. Limbs that meet this criteria will support inverse kinematics: The body part must have bending. Can only bend on the X axis. Defines the "End offset" setting. (Ex. Distance from elbow to hand, knee to foot, etc.) Animation
    Block texture animations, wind, clouds, and particles are synced with the animation. Particles will be cleared if the marker goes backwards. Added "Bézier" transition. Added “Wind influence” slider for objects. Organized the transitions list. Camera
    Added “Zoom amount” setting for the distort effect. Added “Rotational” mode for camera shake. Cameras can be closer to objects without clipping through them. Changes
    Renamed settings: “SSAO” -> “Ambient occlusion” “AA” -> “Anti-aliasing” “Alpha” -> “Opacity” “Brightness” -> “Emissive” “Graphics” (Timeline panel) -> “Appearance” “Background” -> “Environment” "Show seconds" -> “Show intervals” Added mesh caching to speed up bending limbs. To prevent excessive memory use, bend angles are snapped by 0.05° internally and only update every quarter frame. “Render” and “Graphics” settings are combined and are per-project. Renamed "schematic" resources to "scenery" in the interface. Updated cloud name settings. Optimized noise texture generation. Loading popup will now show overall progress when loading multiple assets. (Ex. When loading a project.) Resetting camera position/rotation now always defaults to 0. Updated text when canceling movie exporting to "Are you sure you want to stop rendering?". Sunrise and sunset no longer affects fog size. Timelines no longer use a random color for keyframes. Moved
    Moved playback time and buttons into a new timeline header. Moved the "Select all keyframes" button into a right-click menu. Moved “Blades” and “Blade Angle” settings into a new “Aperture settings” group. Moved “Grid snapping” to the viewport. Moved “View Grid Size” to the viewport. "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons are in a right-click menu. Position, rotation, scale, and bend tabs are combined in a new "Transform" tab. Color and texture tabs are combined in a new "Material" tab. The workbench button has been moved into the viewport. Removed
    Warnings when attempting to create a project: Empty project names will use a default name. Duplicate project names will be given a numerical suffix. Rotation loops setting. Custom interface color settings. Custom interface font setting. "Shadow blur size" and "Shadow quality" settings. "Follow camera" and "Sunlight range" environment settings. “Gigantic (8192x8192)” option for Point light buffer size. FPS interface setting. (Custom FPS can still be set in the settings file.) Custom watermark settings. "Desaturate night" environment setting. "Noisy grass/water" graphics setting “Block glowing” / “Block glow threshold” graphics settings. "Custom object fog color" environment setting. "Foliage tint" appearance setting. "Bleed light" / "Foliage light bleeding”. “Advanced Color Effects” button. Bugfixes
    Fixed texture filtering artifacts. Fixed frame outlines leaving particle sheet preview. Fixed "redo" creating particle creator new particle type in particle creator. Fixed "undoing" creating particle creator not working. "Redo" creating a new particle creator. Fixed crash when "redoing" duplicating particle type. (If "redoing" from before particle creator was created.) Fixed "redoing" deleting particle type not working. "Undo" crashes after redoing. (If "Redoing" from before particle creator was created.) Fixed crash when deleting huge hierarchies. Fixed sunlight in low-quality rendering. Fixed timeline selecting being offset depending on scrollbar. Fixed crash if an asset's file extension wasn't fully lowercase. Fixed timelines and keyframes disappearing on edges of the timeline. Fixed slow viewport navigation during lag.  
    Installation:
    Windows: Run the installer executable or extract the .zip archive before running.
    Mac: Open the disk file (.dmg) and drag the Mine-imator icon to your Applications.
    Ubuntu/Debian: Either double click the .deb file to run the Software Installer or run the following command in the folder:
    sudo apt install ./Mine-imator\ 2.0\ Pre-release\ 2.deb Mine-imator can then be found in your Applications menu.
    Fedora/Arch Linux/Other distributions: Download the tar.gz archive and extract all the files, then run the Mine-imator executable.
     
    We hope you enjoy the 2.0 update, also please consider donating to help the project if you can!
     
    Donate to Mine-imator development
    ($5+ one-time or recurring)
     
     
  5. Upvote
    Crimellium reacted to david in Mine-imator 2.0 Pre-release 4 (Phase 1)   
    Good news! The legendary 2.0 Anniversary Update is here for testing on Windows, Mac and Linux platforms! This update is in fact so grand that it has been split into two phases that will be revealed over the next few months as pre-releases:
    Phase 1 (May 30th): Multi-platform support, performance improvements, new world importer and multi-monitor support by @david
    Phase 2 (November): New user interface, logo, rendering and animation capabilities by @Nimi, also includes all features in Phase 1 and Minecraft 1.19 support
    Since these builds will contain many features and be built on an entirely new C++ engine, expect bugs to appear! As usual, please report them in the Issues and Bugs subforum with as much information as possible included in your topic and project files if possible.
    Note: Back up your projects before installing, or install in a separate location!   Now, without further delays...  
    Get for Windows
    Get for Windows (.zip)
    Get for Mac
    Get for Ubuntu/Debian
    Get for Linux (.tar)
    Get for Windows 32-bit
    Get for Windows 32-bit (.zip)
     
     
    2.0 Pre-release 4 (2022-07-29), changes:
    Changes
    Crushed some bugs 🐛🐛🐛 Interface scale setting is no longer visible when the only option is 100% to avoid confusion
    2.0 Pre-release 3 (2022-07-11), changes:
    Features
    Added support for 32-bit Windows systems Added tarball (.tar) download for various Linux distributions (Arch Linux, Fedora etc.) Changes
    Rendering now uses DirectX 11 for Windows, will give better framerates for users with AMD GPUs or integrated CPU graphics Objects completely out of view are no longer sent to the GPU for rendering, will give a speedup in certain situations Yet more bugs squashed 🐛🐛 Changed interface scale setting to use fixed values (100%, 200% or 300%) Canceling movie export no longer deletes the file Modelbench popup only shows up on Windows  
    2.0 Pre-release 2 (2022-06-13), changes:
    Features
    Interface scale setting for high DPI monitors in Settings>Interface (Automatic or custom scale) Render distance slider in Settings>Graphics Changes
    Squashed a lotta bugs 🐛 Added a more accurate FPS counter Adjusted size of custom fonts in the UI Removed option to add block timelines when >500 timeline are available (will return as an option in the Resources tab in later pre-releases)  
    2.0 Pre-release 1 (2022-05-30), changes since 1.2.9:
    Features
    Mac OS support Linux support (Debian/Ubuntu) Drag-n-drop mode when adding objects from the workbench after clicking “Create” Objects are locked to the mouse and snaps to the world until released Hold Shift while clicking “Create” to spawn at 0,0,0 Hold Shift while dragging to toggle position grid (modify size in keyframes, default is 16) New world importer 3D interface integrated into software Left click: Rotate/Create selection Middle click: Pan Right click: Fly (+WASDQE) Mouse wheel: Zoom towards/away from cursor Shift: Ignore selection Increased performance and stability improvements Shortcut button in toolbar After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk) Multi-monitor support Drag the timeline or secondary view out of the window to detach as a new window Alternatively, click the new “Pop out”/”Reset” buttons Monitor setup is saved when re-opening Mine-imator “Cancel” option when exiting the software via “X” Assets and files can be dropped into the software from the system file explorer Improvements
    Overall software performance improved by x3-5 Particle performance improved by roughly x10 Audio loading is now instant Scenery/.schematic importing up to x10 times faster, depending on CPU cores Optimized memory usage for 3D meshes, meaning bigger scenery can be imported Generated scenery 3D models are cached in the project folder, allowing instant loading (will generate in the background, may take a minute to appear) Project/resource loading stability improvements Program now runs in x64 mode using C++ Changes
    “Sunlight Strength” is now 100% by default (this setting may be removed in the future) Removed “Spawn near work camera” option (replaced by the drag-n-drop mode which achieves the same thing) New error message popup with direct links to log file and Mine-imator forums Log file moved to application folder  
    Installation:
    Windows: Run the installer executable or extract the .zip archive before running.
    Mac: Open the disk file (.dmg) and drag the Mine-imator icon to your Applications.
    Ubuntu/Debian: Either double click the .deb file to run the Software Installer or run the following command in the folder:
    sudo apt install ./Mine-imator\ 2.0\ Pre-release\ 2.deb Mine-imator can then be found in your Applications menu.
    Fedora/Arch Linux/Other distributions: Download the tar.gz archive and extract all the files, then run the Mine-imator executable.
     
    We hope you enjoy the 2.0 update, also please consider donating to help the project if you can!
     
    Donate to Mine-imator development
    ($5+ one-time or recurring)
     
    Cheers,
    David
  6. Wow
    Crimellium got a reaction from YuutoVRZ in office (medieval) [Wallpaper 4K]   
    without image editing:

     
    credit texture: dokustash, conquest reforged
  7. Upvote
    Crimellium reacted to LacaMenDRY in Apocalyptic Environtment Render test.   
    Inspired By Blender Render. ReCreating it In Mine-Imator Using Completed Assets.
  8. Love
    Crimellium got a reaction from TheSweetCream in office (medieval) [Wallpaper 4K]   
    without image editing:

     
    credit texture: dokustash, conquest reforged
  9. Upvote
    Crimellium got a reaction from Shoony in office (medieval) [Wallpaper 4K]   
    without image editing:

     
    credit texture: dokustash, conquest reforged
  10. Upvote
    Crimellium got a reaction from Ludo Silver in office (medieval) [Wallpaper 4K]   
    without image editing:

     
    credit texture: dokustash, conquest reforged
  11. Upvote
    Crimellium reacted to Voxy in Welcome to the new Mine-imator Forums!   
    Hello everybody, hope you’re all doing well!
    Today, we’re very excited to announce that we're launching a big update for the Mine-imator Forums, with a beautiful new design, a revamped layout and a few extra features!
    In this post, we’ll cover all the changes we made, starting with...
     A snazzy new look
    Gone are the dark blues and grays of days past! With this update, we’re introducing a brand new design, based on an updated version of Inventory, the design system that powers the user interface of Modelbench, and soon, Mine-imator.

    Featuring a rich, bright color palette, updated typography and icons, and a wider, more spacious layout, this slick new theme will bring a much needed modern makeover for the forums. I really hope you’ll enjoy it!
     Join the dark side
    If you’re the kind of person who doesn’t like frying their retinas while browsing at night, don’t worry, we got you covered! The new theme comes with a built-in Dark Mode to make your reading experience a lot more comfortable when you need it.

    To enable it, simply click the moon icon on the top right of the page. The forums will automatically remember your choice, and you can disable it at any time, too!
     Note that for this feature to work properly, any existing color formatting had to be removed from posts. This was necessary to prevent text with dark colors applied to it from being impossible to read for Dark Mode users.
     News you can’t miss
    Unless you specifically follow the right forums, it can be easy to miss all the important new stuff we have to share with you. To help with that, we’re introducing Headlines, a new way of making announcements to the community.
    Headlines is a new feature on our homepage, allowing us to highlight any posts we want you to read, such as updates on the development of Mine-imator, important news regarding the forums, etc. This way, we can be sure you won’t have to worry about missing out on the latest juicy tidbits!
     A bit of spring cleaning
    As part of this update, we’re also changing the way the forums are organized, to remove unnecessary clutter, and hopefully, make them easier to navigate.
    The Mine-imator and Modelbench forums are now part of the same category, bringing them closer together, and making sure that you can find everything you need in one place.
    As for the Minecraft and Off-topic categories, they’ve been merged into the Lounge, the new home of all the stuff that isn’t about Mine-imator. What used to be a dozen subforums now neatly fit within 4 forums, Random talk, Other creations, Minecraft discussion, and Forum games.
    Let us know what you think about this new setup!
     And more!
    We’ve replaced the existing reactions with a new set of playful animations featuring our mascots Ashley and Jonathan, animated by @mbanders and myself. And for those moments where a mere upvote just doesn’t feel like it’s enough, we’re also adding a new “Love” reaction to the roster! Use it wisely!
    Moderators and members who have recently joined the forums will now display a badge next to their name in posts. User groups also have fancy icons next to their names! The number of won days and the number of questions you helped solve now display next to your posts, alongside your reputation points and your post count. The text editor has been updated with new icons and a few changes: Font and Size options were replaced with a Format option, letting you choose between three paragraph styles: Heading 1, Heading 2, and normal text. The text color option now uses the Inventory UI palette. While the selection is more limited, those new colors can automatically adapt for users that have Dark Mode enabled, ensuring high-contrast text no matter what background it’s being read against. The background color option also uses this new palette. It was tweaked to act like a highlighter tool, giving text a subtle background instead of a solid block of color. I’m very excited to start this new chapter of the Mine-imator Forums with all of you, and I hope you’ll enjoy it as much as I enjoyed working on it over the past few months. I’d also like to thank David, our trusty forum staff, and all our beta testers for helping me make this update possible.
    If you have any feedback or suggestions to make, be sure to leave a reply below! In the meantime, happy browsing, everyone! Take care. ✌
  12. Upvote
    Crimellium reacted to FOXY TOONS in Huh, Tryna Be Cool Lil Homie?   
  13. Upvote
    Crimellium reacted to alzcreation in Bully   
    make some another dark condition render again


    Credits

    @Hozq For book
    @mbandersFor trash can
  14. Upvote
    Crimellium got a reaction from Dr. Nexil in Prison (inspired from little nightmares) [4K Wallpaper]   
    Crédit Textures: Conquest Reforged Ressource Pack
  15. Upvote
    Crimellium got a reaction from RNUB in Prison (inspired from little nightmares) [4K Wallpaper]   
    Crédit Textures: Conquest Reforged Ressource Pack
  16. Upvote
    Crimellium got a reaction from MoltenLapizza in Prison (inspired from little nightmares) [4K Wallpaper]   
    Crédit Textures: Conquest Reforged Ressource Pack
  17. Upvote
    Crimellium got a reaction from LacaMenDRY in Prison (inspired from little nightmares) [4K Wallpaper]   
    Crédit Textures: Conquest Reforged Ressource Pack
  18. Upvote
    Crimellium got a reaction from TwoToRule in Prison (inspired from little nightmares) [4K Wallpaper]   
    Crédit Textures: Conquest Reforged Ressource Pack
  19. Upvote
    Crimellium got a reaction from crustyjpeg in Prison (inspired from little nightmares) [4K Wallpaper]   
    Crédit Textures: Conquest Reforged Ressource Pack
  20. Upvote
    Crimellium got a reaction from Keep on Chucking in Prison (inspired from little nightmares) [4K Wallpaper]   
    Crédit Textures: Conquest Reforged Ressource Pack
  21. Upvote
    Crimellium reacted to RNUB in Ancient Chinese Girl Model Showcase   
    Character model made by Yei yu
    Hair thing, Facial rig and Parasol made by me
  22. Upvote
    Crimellium reacted to TheCollieStalks in Got the tickets? [2000x1350]   
    HD animated version:
    https://streamable.com/uixzsp
     
    addition Viewport:
     





    Credit: @Ghatos for all background vehicles model
    @Erronit is the person in the middle holding the tickets
     
     
     
    Bonus image:

    oh my, how can we forget about the camera man? +1 extra tickets!
  23. Upvote
    Crimellium reacted to KuroHwan in Name:Ghost   
    Ghost is not his real name
  24. Upvote
    Crimellium reacted to Mercury in Couple of scale 8 renders I tested on   
    Aight, credits:
    @anima cryses for his custom springtrap and the axe
    @ShotU for Freddy rig and fnaf1/fnaf3 map
    @Dannyy_btw for the orange robot
    Enjoy
  25. Upvote
    Crimellium reacted to Zerghunter666 in Reconnoiter (4K Realism)   
    This render didn't take me much time to make. However, this render is just a simple showcase for my newest rig I call "Slimp"(Simp lol) and it's actually the first rig I made in the newer UI Modelbench. Every black space for the rig is fully bendable with fingers that have a more appropriate scale.  
    Don't be afraid to send honest feedback 

    Fun fact: The rig used in this render is part of a photo realistic short film I'm working on with Mine-Imator.
  • Recently Browsing   0 members

    No registered users viewing this page.

  • Create New...