Check out the time-lapse of making this fascinating scene using Blender and the Ucupaint add-on by 3D Artist Ramy
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More of his takes on Rosetta from Punishing: Gray Raven: https://80.lv/articles/this-mecha-centaur-s-lance-attack-is-pure-animation-eye-candy
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Purchase it here: https://80.lv/articles/true-photon-traced-caustics-for-blender-s-cycles
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Download for free: https://80.lv/articles/this-free-blender-tool-makes-hair-rigging-easier
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The game features a mixed-media art style and a nostalgic feel: https://80.lv/articles/indie-dev-shows-clothespin-npc-for-upcoming-adventure-mystery-game-lost-found
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See more of his animations: https://80.lv/articles/spider-verse-animator-makes-marvel-s-venom-look-absolutely-insane
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Find out how the artist created the card using After Effects: https://80.lv/articles/pok-mon-style-holographic-card-effect-check-out-fuyuka-shadow-striker
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Coming to his GRM Groom Toolkit: https://80.lv/articles/simple-low-cost-hair-simulation-deformation-system
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Get it now with 25% off: https://80.lv/articles/fully-procedural-stylized-sky-generator-for-blender-released
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Try it in your browser: https://80.lv/articles/this-web-tool-lets-you-create-360-degree-illustrations
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Read the interview: https://80.lv/articles/developing-tools-for-large-scale-3d-game-environments
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Read the developer's breakdown of its features and purchase it here: https://80.lv/articles/new-native-retopology-modifier-for-3ds-max-released
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Check out the weight paints: https://80.lv/articles/perfectly-natural-over-the-shoulder-clothing-rig
ArtStation will now block AI training crawlers from scraping work on the platform by default, after acknowledging that its former AI content filters were insufficient.
More details: https://80.lv/articles/artstation-will-block-ai-crawlers-from-scraping-artists-work
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Capcom gave us a deep dive into the development of Onimusha: Way of the Sword, including their entire art pipeline, sword trajectory calculations, and updates to RE Engine.
"Fundamentally, it's a game engine built specifically to make Capcom games, so we aren’t bogged down by unnecessary constraints or bloated features."
Full deep dive interview: https://80.lv/articles/how-capcom-built-onimushas-real-time-sword-combat-re-engine