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__Mine__

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  • Posts

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Everything posted by __Mine__

  1. image.png

    Five years on the Forums! 8D

    1. MojangYang

      MojangYang

      I'll have been a member for 4 years in 3 days. Not that I've been active for most of this time.

  2. Massive thanks to both you and @david for making such an awesome program. There's no denying Mine-imator has helped jumpstart so many people's careers with how accessible it is, whether they use it as a stepping stone to later move to Blender, or continue pushing its boundaries to create some real masterpieces. The influence Mine-imator has had on a whole generation of fans is incredible, and hopefully it'll continue for years to come! Best of luck to you and David for wherever life takes you both, and keep being awesome!
  3. Time for my yearly Creeper birthday celebratory render! (even though I'm two days late, whoops!) This time however, I've decided to try a more unique concept; making a render that is ridiculously tall in size because why not. So here you go, a ridiculously tall 768 x 8,192 render featuring a bunch of my Cursed Creepers to celebrate the Creepers' 13th birthday! Hopefully they've got a good sense of balance... (Open the image in a new tab for a better view!)
  4. Welp, I think it's safe to say that as of 1.19.1 the opinion of "Minecraft is ruined" just turned from subjective to objective.

    1. Draco63

      Draco63

      I've been saying that Mojang/Microsoft is destroying Minecraft for years, and I've finally been vindicated now that they've done something so horrible that the entire community hates it. I think I have the right to be at least a little bit cynical.

    2. Floofy

      Floofy

      I had much hope for Mojang, but this really just soured my mouth, I really hope something will happen or they at least improve the system, though I doubt they will. Best regards for the future

    3. Kaos_Kinetic

      Kaos_Kinetic

      What made it bad? Removing the Fireflies? Or something else?

  5. Made more pose tests of my Warden model while waiting for the 2.0 Pre-Release.

    Sitting_and_Listening.png

    A_Strange_Material.png

    I ought to make a character out of this guy lol

    1. Fox Miner

      Fox Miner

      Same... Just waiting and making a remake of the phantom... Weird when you just wait and do some good stuff, BTW nice model

  6. Made a semi-stylised Warden model!

    Warden_-_Model_Test.png

    Smooth-bending body, bendable wrists, ankles, fingers and claws, rotatable ribs and feeler thingies, oh my!

    Unfortunately I'll have to wait until MI 2.0 to release it though, since there's a bug in the current version where MI crashes if this model is unloaded in any way, due to GameMaker having smol brain lmao
    That'd make this guy rather inconvenient to use right now, so I'm sure you guys wouldn't mind waiting a little longer... right? :sweat:

  7. :Cake:unknown.png:Cake:

    I'm 24 now! :D

    1. Yellowz

      Yellowz

      Happy belated birthday! 

      ᵒˡᵈ ᵐᵃⁿ

    2. Draco63
  8. Oh hey, I'm back. It's been a while, huh?
    Hoping to get back to making stuff soon.

    And would you look at that... my forums account is 4 years old today. Nice!

  9. Damn, I can remember I was on the leaderboard for quite a while, now I'm no longer there at all... ;n;
  10. To disable shadows in rendered mode, click on the gear icon to access Settings, then in the "Render" tab, un-check the "Shadows" check-box. Alternatively, to only disable shadows in the Work Camera, click on the small lightbulb icon on the top-right of the viewport.
  11. My Minecraft account turns 10 years old today! :Cake:

    I can't believe it's been an entire decade now... time goes by so fast!

  12. Click on "Insert image from URL", paste that link then add ".png" to the end of it and your image will embed.
  13. What you're looking for isn't in the Settings. On this sidebar, click the second-last button's drop-down arrow; there you can toggle Ambient Occlusion and Lighting.
  14. The start of something beautiful. This render was made as part of the #DearNimi collaboration. Thank you for all you've done, Nimi. Keep on being awesome. Best of luck for wherever life takes you next! Bonus Render!
  15. That's true. But with a transparent background, he can climb anything. And he will, because he's Suction Cup Man.
  16. "Yeah, I'm climbing this forum topic. What're you gonna do about it?!" Just a little render I whipped up in roughly the amount of time it takes Suction Cup Man to climb your tower. Suction Cup Man rig made by @Shahir Zaman.
  17. Everyone else:

    Do you pose sitting Creepers
    like this...
    CreeperSitting_1.png
    ...or like this?
    CreeperSitting_2.png

    David:
    unknown.png

  18. Looks nice, although I would suggest making this a custom model with Modelbench, since the squashed texture of the arms and legs is rather noticeable.
  19. Unnecessary; will be inconvenient for most people, and jarring to those who are used to how zooming in/out feature works already. There's no point in changing it. Unnecessary; you can already manually insert keyframes by first clicking to select the location you want it to be, then clicking again. Agreed, could be useful. Pretty sure I saw someone else suggest implementing the same thing for the in-menu values too. Unnecessary; we already have the axes for moving objects. The assets are already stored in the Library tab when you import them. Unnecessary; that feature is better suited for Modelbench. If you mean "having the work camera go to a selected object by pressing a button", totally agree, we need that. Unnecessary; almost no-one would make use of such a feature, and if they wanted to, they'd just lower the alpha value of the desired objects instead. Unnecessary. Unnecessary; just click on the axis arrows/ in the viewport. Unnecessary; the brightness of Spotlights and Point lights are already fully customisable, as is their range and fade size. Not sure if this would be possible to implement easily. For example, how would it look on the timeline? It'd get messy very quickly if multiple parenting actions are keyframed. Not feasible; how would the program know what object you're parenting it to? You need more than just a keybind. Unnecessary; HQ Render mode already has a shortcut: F5. Unnecessary. You can kind-of already do this by changing the object's glow colour. It would be nice for the vales found in the Settings to be a "per project" thing rather than it being globally, imo. Agreed, this would be especially nice if Stained Glass casts coloured shadows too. Unnecessary; going fullscreen with F11 is a negligible difference to the standard windowed fullscreen. Might be problematic to implement. Your obligatory mentioning of reflections yet again lol (jokes aside, as nice as it'd be to have, it'll likely be too graphically taxing for most people; not everyone has a beefy graphics card, or one that even supports world-space reflections. Agreed, if it's possible. Not sure if Game Maker itself supports that though. This would be nice to have, although again, it might be too graphically taxing for most people, especially with reflections. Definitely agreed, it's a shame a lot of the customisation is being taken away in 2.0... Agreed, this would be a nice thing to have. Might be problematic with custom models, though. Editing the settings of particles is supposed to be an advanced thing. Mine-imator's entire UI is getting a makeover, so it's likely the particle menu will see improvements to be more understandable. Totally agreed, Mine-imator's current AA is terrible and needs an improvement. Unnecessary; you already mentioned fullscreen in point 18. Unnecessary. You can turn on Unlimited Values to set the shadow range higher/lower than the maximum/minimum, respectively. The detail of those shadows is based on the sunlight buffer size which, when set to Gigantic, is already extremely taxing for most people. Frustum Culling will already be a thing in 2.0. Please don't take this as any kind of personal attack on your ideas, that's not my intention. I know you've put a lot of effort into this, but a lot of these are just unnecessary. Remember, Mine-imator is primarily for animating and rendering so it only has some bare minimum modelling features (cubes, spheres, cylinders, cones). Likewise, Modelbench is primarily for modelling so it only has some bare minimum rendering features (basic lighting, pre-defined backgrounds, fixed square aspect ratio).
  20. Oh, you're back! I thought you left?
  21. In case anyone missed it:

     

    Also, happy 12th birthday, Creepers! :D

    1. Fox Miner
    2. insanehelix7076

      insanehelix7076

      I thought it was the 13th birthday

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